Season 7, Episode 20 This week on Freakonomics Radio: Stephen J. Dubner explores a breakthrough in genetic technology that has given humans more power than ever to change nature. So what happens next? Plus: some of the hoops we jump through to get ahead are poorly designed for girls and women. Behavioral economics could help change […]
Season 6, Episode 45 This week on Freakonomics Radio: Stephen J. Dubner explores a breakthrough in genetic technology that has given humans more power than ever to change nature. So what happens next? Plus: some of the hoops we jump through to get ahead are poorly designed for girls and women. Behavioral economics could help change that. […]
A breakthrough in genetic technology has given humans more power than ever to change nature. It could help eliminate hunger and disease; it could also lead to the sort of dystopia we used to only read about in sci-fi novels. So what happens next?
Season 6, Episode 36 This week on Freakonomics Radio: what is truly inevitable? Stephen J. Dubner speaks with Internet pioneer Kevin Kelly about why we shouldn’t be afraid of the future and the folly of prediction. Plus: why can’t we predict earthquakes? To find out more, check out the podcasts from which this hour was drawn: “The […]
Internet pioneer Kevin Kelly tries to predict the future by identifying what’s truly inevitable. How worried should we be? Yes, robots will probably take your job — but the future will still be pretty great.
Our latest podcast is called "Who Runs the Internet?" (You can subscribe to the podcast at iTunes, get the RSS feed, or listen via the media player above. You can also read the transcript; it includes credits for the music you’ll hear in the episode.)
It begins with Stephen Dubner and Steve Levitt talking about whether virtual mayhem -- from online ranting to videogame violence -- may help reduce mayhem in the real world. There is no solid data on this, Levitt says, but he hypothesizes:
LEVITT: Maybe the biggest effect of all of having these violent video games is that they’re super fun for people to play, especially adolescent boys, maybe even adolescent boys who are prone to real violence. And so if you can make video games fun enough, then kids will stop doing everything else. They’ll stop watching TV, they’ll stop doing homework, and they’ll stop going out and creating mayhem on the street.
This episode then moves on to a bigger question about the Internet itself: who runs it? As Dubner asks: "Who’s in charge of the gazillions of conversations and transactions and character assassinations that happen online every day?"
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