Freakonomics Radio
Freakonomics Radio

144. Who Runs the Internet?

The online universe doesn't have nearly as many rules, or rulemakers, as the real world. Discuss.

Featured Speakers

Freakonomics Radio + Stitcher HostSteve Levitt GuestClay Shirky Guest

Topics Discussed

Episode Summary

Executive Summary: The episode contrasts popular fears that digital media—especially violent video games, pornography, and online abuse—drive real-world harm with the possibility that virtual outlets may reduce actual violence. Through Steve Levitt and Clay Shirky, it argues the internet is largely self-organizing, hard to regulate in advance, and shaped by voluntary roles, scale effects, and unintended consequences rather than top-down control.

Main Topics: Virtual violence vs. real violence (Priority: 5/5): Stephen Dubner and Steve Levitt discuss whether violent video games and online aggression increase real-world violence or instead act as substitutes that keep at-risk young men occupied and away from crime. The internet as a self-organizing system (Priority: 5/5): Clay Shirky explains that online spaces are mostly unstructured and self-moderating at small scale, but become conflict-prone at large scale because attention is the commons and users compete for it. Wikipedia, voluntary division of labor, and moderation (Priority: 4/5): Shirky uses Wikipedia to show how communities create informal governance: content experts handle subject matter while dedicated defenders protect the integrity of the system, especially on contentious or vulnerable pages. Internet scale and global adoption (Priority: 4/5): The conversation emphasizes the internet’s massive reach, transnational nature, and uneven global penetration, including the distinction between internet access and broader mobile-connected communication grids. Regulating new technology after the fact (Priority: 4/5): Shirky argues that preemptive regulation usually misfires because it cannot anticipate second-order effects; pragmatic governance should address problems once they emerge rather than before the technology is understood. Online ranting, harm, and moderation (Priority: 3/5): Dubner and Levitt debate whether allowing people to vent online might reduce offline aggression; Levitt is skeptical, arguing that online abuse can cause lasting harm and that truth verification remains a major problem.

Key Arguments: Violent video games may reduce real-world violence by occupying adolescent boys who are otherwise at higher risk of committing crime. The internet’s negative behaviors are amplified by scale; in small groups people self-moderate, but in large publics attention-seeking drives flaming, trolling, and attacks. Wikipedia works because of an unofficial but effective division of labor between subject experts and system-protectors. A large, borderless communication system cannot be effectively governed like a traditional centralized institution. Regulating technology before its uses and social effects are clear is likely to produce bad rules and missed opportunities. Online rants can cause lasting harm because they persist, spread easily, and are hard to verify for truth. A pragmatic approach to technology policy is to adapt after problems appear rather than trying to predict everything in advance.

Data Points: Internet-connected population: something shy of 2 billion - Shirky describes the number of users who are on the internet proper. Activated handset accounts: north of 3 billion - Mobile-phone accounts extend the effective communications grid beyond traditional internet users. World adults connected to the communications grid: about 60% - Estimate of adults connected to the broader global communications network. Adults not connected: 4 billion - Remaining population outside the grid, as discussed by Shirky. Population under age 15: roughly a third - Used to explain why a majority of the world’s adults are now connected to the same communication system. Median daily time online in some countries: as high as 6 hours a day - Shirky gives Korea as an example of high usage intensity. Conservative background online time: half an hour a day - A deliberately low estimate used in the discussion of ubiquitous background connectivity.

Pivotal Quotes: "the biggest effect of all of having these violent video games is that they're super fun for people to play... And so if you can make video games fun enough, then kids will stop doing everything else" — Steve Levitt: Levitt explains his view that video games may displace crime by occupying time and attention. "To a first approximation, no one" — Clay Shirky: Shirky answers who is in charge of online conversations and transactions, emphasizing the internet’s decentralized structure. "the pragmatist answer is that's exactly what we want" — Clay Shirky: Shirky defends learning and regulation after technologies emerge, rather than trying to foresee every consequence in advance.

Implications: The episode suggests digital media should be judged by actual behavioral tradeoffs, not just fears. For platforms and policymakers, moderation and governance need to scale with communities, while regulators should focus on harms that emerge in practice.

🔓 Sign Up for Unlimited Episode Search

About Freakonomics Radio

Freakonomics co-author Stephen J. Dubner uncovers the hidden side of everything. Why is it safer to fly in an airplane than drive a car? How do we decide whom to marry? Why is the media so full of bad news? Also: things you never knew you wanted to know about wolves, bananas, pollution, search engines, and the quirks of human behavior. To get every show in the Freakonomics Radio Network without ads and a monthly bonus episode of Freakonomics Radio, start a free trial for SiriusXM Podcasts+ on...

View all episodes from Freakonomics Radio