WorldCat Identities

Bainbridge, William Sims

Overview
Works: 82 works in 305 publications in 2 languages and 13,931 library holdings
Genres: Criticism, interpretation, etc  Case studies  History  Encyclopedias  Conference proceedings  Forecasts 
Roles: Editor
Classifications: BP605.C38, 289.9
Publication Timeline
Key
Publications about  William Sims Bainbridge Publications about William Sims Bainbridge
Publications by  William Sims Bainbridge Publications by William Sims Bainbridge
Most widely held works by William Sims Bainbridge
The endtime family Children of God by William Sims Bainbridge ( )
8 editions published in 2002 in English and held by 1,605 WorldCat member libraries worldwide
"This analysis of the controversial religious group, The Family, or The Children of God, uses interviews, observational techniques, and a comprehensive questionnaire completed by more than a thousand Family members. William Sims Bainbridge explores how Family members infuse spirituality with sexuality, channel messages that they believe emanate from beyond life, and await the final Endtime. He also examines attempts by anticultists and the state to "deprogram" members of the group, including children, by forcibly seizing them. The book's blending of theoretical analysis with vivid accounts of this remarkable counterculture poses a fascinating question for social scientists and society - how is it that The Children of God both differ from the general public and, in other ways, are so surprisingly similar to it?"--BOOK JACKET
The Warcraft civilization social science in a virtual world by William Sims Bainbridge ( )
13 editions published between 2010 and 2012 in English and held by 1,480 WorldCat member libraries worldwide
From the Publisher: World of Warcraft is more than a game. There is no ultimate goal, no winning hard, no princess to be rescued. WoW contains more than 5,000 possible quests, games within the game, and encompasses hundreds of separate parallel realms (computer serves, each of which can handle 4,000 players simultaneously). WoW is an immerse virtual world in which characters must cope in a dangerous environment, assume identities, struggle to understand and communicate, learn to use technology, and compete for dwindling resources. Beyond the fantasy and science fiction details, as many have noted, it's not entirely unlike today's world. In The Warcraft Civilization, sociologist William Sims Bainbridge goes further, arguing that WoW can be seen not only as an allegory of today but also as virtual prototype of tomorrow, of a real human future in which tribe-like groups will engage in combat over declining natural resources, build temporary alliances on the basis of mutual self-interest, and seek a set of values that transcend the need for war. Bainbridge explored the complex Warcraft universe firsthand, spending more than 2,300 hours there, deploying twenty-two characters of all ten races, all then classes, and numerous professions. Each chapter begins with one character's narrative, then goes on to explore a major social issue such as religion, learning, cooperation, economy, or identity through the lens of that character's experience. What makes WoW an especially good place to look for insights about Western civilization, Bainbridge says, is that it bridges past and future. It is founded on Western cultural tradition, yet aimed toward the virtual worlds we could create in times to come
The future of religion : secularization, revival, and cult formation by Rodney Stark ( Book )
11 editions published between 1984 and 1985 in English and held by 1,050 WorldCat member libraries worldwide
Goals in space American values and the future of technology by William Sims Bainbridge ( )
3 editions published in 1991 in English and held by 936 WorldCat member libraries worldwide
Satan's power : a deviant psychotherapy cult by William Sims Bainbridge ( Book )
5 editions published in 1978 in English and held by 624 WorldCat member libraries worldwide
Leadership in science and technology a reference handbook ( )
8 editions published between 2011 and 2012 in English and held by 598 WorldCat member libraries worldwide
"This 2-volume set within the SAGE Reference Series on Leadership tackles issues relevant to leadership in the realm of science and technology. To encompass the key topics in this arena, this handbook features 100 topics arranged under eight headings. Volume 1 concentrates on general principles of science and technology leadership and includes sections on social-scientific perspectives on S&T leadership; key scientific concepts about leading and innovating in S&T; characteristics of S&T leaders and their environments; and strategies, tactics, and tools of S&T leadership. Volume 2 provides case studies of leadership in S&T, with sections considering leadership in informal communities of scientists and engineers; leadership in government projects and research initiatives; leadership in industry research, development, and innovation; and finally, leadership in education and university-based research. By focusing on key topics within 100 brief chapters, this unprecedented reference resource offers students more detailed information and depth of discussion than typically found in an encyclopedia entry but not as much jargon, detail or density as in a journal article or a research handbook chapter. Entries are written in language and style that is broadly accessible, and each is followed by cross-references and a brief bibliography and further readings. A detailed index and an online version of the work enhances accessibility for today's student audience"--
Nanoconvergence : the unity of nanoscience, biotechnology, information technology, and cognitive science by William Sims Bainbridge ( Book )
10 editions published in 2007 in English and held by 559 WorldCat member libraries worldwide
"Nanoconvergence is the coming unification of all significant technologies based on control of structures at the nanoscale. In Nanoconvergence, William Sims Bainbridge tours the future of science and technology in plain, nontechnical English. He successfully integrates insights from far-reaching scientific fields into a compelling human story - offering insights you can use to plan your career, seek new investment opportunities, or simply understand what's coming next."--Book jacket
Dimensions of science fiction by William Sims Bainbridge ( Book )
7 editions published in 1986 in English and held by 549 WorldCat member libraries worldwide
Online worlds convergence of the real and the virtual by William Sims Bainbridge ( )
19 editions published between 2009 and 2010 in English and Undetermined and held by 519 WorldCat member libraries worldwide
Managing nano-bio-info-cogno innovations converging technologies in society by William Sims Bainbridge ( )
13 editions published in 2006 in English and held by 513 WorldCat member libraries worldwide
Provides a review of technical developments related to the unification that is taking place among nanotechnology, biotechnology, information technology, and cognitive science (NBIC). This book assesses potential for revolutionary applications of these developments and their likely impact in improving the human condition
The sociology of religious movements by William Sims Bainbridge ( Book )
11 editions published in 1997 in English and held by 505 WorldCat member libraries worldwide
A theory of religion by Rodney Stark ( Book )
15 editions published between 1987 and 1996 in English and held by 482 WorldCat member libraries worldwide
The spaceflight revolution : a sociological study by William Sims Bainbridge ( Book )
9 editions published between 1976 and 1983 in English and held by 418 WorldCat member libraries worldwide
Religion, deviance, and social control by Rodney Stark ( Book )
14 editions published between 1996 and 2013 in English and Italian and held by 414 WorldCat member libraries worldwide
"Does religion have the power to control individual behavior? Can a person's commitment to religion keep him or her from abusing drugs or committing suicide? In Religion, Deviance, and Social Control, Bainbridge and Stark argue that religion does in fact have the power to shape behavior."--BOOK JACKET
Alternatives to American mainline churches ( Book )
1 edition published in 1983 in English and held by 411 WorldCat member libraries worldwide
The virtual future by William Sims Bainbridge ( )
7 editions published between 2011 and 2013 in English and held by 394 WorldCat member libraries worldwide
Annotation
Berkshire encyclopedia of human-computer interaction by William Sims Bainbridge ( Book )
9 editions published in 2004 in English and held by 362 WorldCat member libraries worldwide
This encyclopedia, edited by the deputy director of the National Science Foundation's Division of Information and Intelligent Systems, compiles 186 articles on the maturing field of human-computer interaction (HCI). Topics cover applications (e.g., Classrooms, Law enforcement, Telecommuting), computer hardware (Keyboard, Liquid crystal displays, Mouse), fields of study (Ergonomics, Sociology and HCI), methods (Gesture recognition, Icons, Natural-language processing), societal issues (Cybersex, Workforce), and other subjects (Arpanet, Mosaic, Website design). Article length averages 3-5 pages, with some longer articles, such as the 10-page History of HCI. Many entries are divided with boldface subheadings, enabling users to quickly identify main elements
eGods : faith versus fantasy in computer gaming by William Sims Bainbridge ( Book )
9 editions published in 2013 in English and held by 300 WorldCat member libraries worldwide
"What is the relationship between religion and multi-player online roleplaying games? Are such games simply a secular distraction from traditional religious practices, or do they in fact offer a different route to the sacred? In eGods, a leading scholar in the study of virtual gameworlds takes an in-depth look at the fantasy religions of 41 games and arrives at some surprising conclusions. William Sims Bainbridge investigates all aspects of the gameworlds' religious dimensions: the focus on sacred spaces; the prevalence of magic; the fostering of a tribal morality by both religion and rules programmed into the game; the rise of cults and belief systems within the gameworlds (and how this relates to cults in the real world); the predominance of polytheism; and, of course, how gameworld religions depict death. As avatars are multiple and immortal, death is merely a minor setback in most games. Nevertheless, much of the action in some gameworlds centers on the issue of mortality and the problematic nature of resurrection. Examining EverQuest II, Lord of the Rings Online, Rift, World of Warcraft, Star Wars: The Old Republic, and many others, Bainbridge contends that gameworlds offer a new perspective on the human quest, one that combines the arts, simulates many aspects of real life, and provides meaningful narratives about achieving goals by overcoming obstacles. Indeed, Bainbridge suggests that such games take us back to those ancient nights around the fire, when shadows flickered and it was easy to imagine the monsters conjured by the storyteller lurking in the forest. Arguing that gameworlds reintroduce a curvilinear model of early religion, where today as in ancient times faith is inseparable from fantasy, eGods shows how the newest secular technology returns us to the very origins of religion so that we might "arrive where we started and know the place for the first time." -- Publisher's website
Nanotechnology societal implications by National Nanotechnology Initiative Workshop ( )
2 editions published in 2007 in English and held by 255 WorldCat member libraries worldwide
Online multiplayer games by William Sims Bainbridge ( )
11 editions published between 2009 and 2010 in English and held by 254 WorldCat member libraries worldwide
This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society
 
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Audience Level
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Audience level: 0.53 (from 0.35 for The endtim ... to 0.76 for Online mul ...)
Alternative Names
Bainbridge, Bill, 1940-
Bainbridge, William S. 1940-
Bainbridge, William Sims
Sims-Bainbridge, William 1940-
Languages
English (183)
Italian (1)
Covers