WorldCat Identities

Bainbridge, William Sims

Works: 75 works in 384 publications in 3 languages and 16,821 library holdings
Genres: Criticism, interpretation, etc  History  Conference papers and proceedings  Encyclopedias  Forecasts 
Roles: Author, Editor
Classifications: BL48, 200
Publication Timeline
Most widely held works by William Sims Bainbridge
The future of religion : secularization, revival, and cult formation by Rodney Stark( Book )

12 editions published between 1984 and 1985 in English and held by 1,054 WorldCat member libraries worldwide

Religion is alive and well in the modern world, and the social-scientific study of religion is undergoing a renaissance. For much of this century, respected social theorists predicted the death of religion as inevitable consequence of science, education, and modern economics. But they were wrong. Stark and Bainbridge set out to explain the survival of religion. Using information derived from numerous surveys, censuses, historical case studies, and ethnographic field expeditions, they chart the full sweep of contemporary religion from the traditional denominations to the most fervent cults. This wealth of information is located within a coherent theoretical framework that examines religion as a social response to human needs, both the general needs shared by all and the desires specific to those who are denied the economic rewards or prestige enjoyed by the privileged. By explaining the forms taken by religions today, Stark and Bainbridge allow us to understand its persistence in a secular age and its prospects for the future.--Publisher description
Satan's power : a deviant psychotherapy cult by William Sims Bainbridge( Book )

7 editions published in 1978 in English and held by 623 WorldCat member libraries worldwide

Dimensions of science fiction by William Sims Bainbridge( Book )

10 editions published between 1986 and 2013 in English and held by 547 WorldCat member libraries worldwide

The sociology of religious movements by William Sims Bainbridge( Book )

12 editions published between 1996 and 1997 in English and held by 521 WorldCat member libraries worldwide

A theory of religion by Rodney Stark( Book )

19 editions published between 1987 and 2007 in English and Polish and held by 507 WorldCat member libraries worldwide

Nanoconvergence : the unity of nanoscience, biotechnology, information technology, and cognitive science by William Sims Bainbridge( Book )

10 editions published in 2007 in English and Undetermined and held by 492 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."--Jacket
EGods : faith versus fantasy in computer gaming by William Sims Bainbridge( Book )

16 editions published in 2013 in English and held by 447 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
Societal implications of nanoscience and nanotechnology by Mihail C Roco( Book )

39 editions published between 2001 and 2011 in English and held by 433 WorldCat member libraries worldwide

Advances in nanoscience and nanotechnology promise to have major impacts on human health, wealth, and peace in the coming decades. Among the expected breakthroughs are orders of magnitude increases in computer efficiency, human organ restoration using engineered tissue, `designer' materials created from directed assembly of atoms and molecules, and the emergence of entirely new phenomena in chemistry and physics. This book includes a collection of essays by leading scientists, engineers, and social scientists reviewing the possible uses of these impending technical developments in various industrial, medical, and national security applications, and the corresponding ethical, legal, social, economic, and educational issues that they raise. The report outlines potential areas for research into societal implications of nanotechnology, as well as some preliminary suggestions for how potential positive impacts of nanotechnology can be maximized, while minimizing any possible negative impacts, real or imagined. This book also provides the beginning of a blueprint for how one should address second-order consequences of the new technology, either positive implications or potential risks. This material was prepared under the auspices of the US National Nanotechnology Initiative (NNI). The issues raised in the book are global in scope, going far beyond the immediate impact of the NNI. They ask the general questions of how history and the human condition are affected by technological progress, and how individuals and institutions can seek to guide that progress in ways most beneficial to mankind in the long run
The spaceflight revolution : a sociological study by William Sims Bainbridge( Book )

12 editions published between 1976 and 1983 in English and Undetermined and held by 404 WorldCat member libraries worldwide

Alternatives to American mainline churches by Joseph Henry Fichter( Book )

3 editions published in 1983 in English and held by 401 WorldCat member libraries worldwide

Religion, deviance, and social control by Rodney Stark( Book )

15 editions published between 1996 and 2013 in English and Italian and held by 396 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."--Jacket
The Warcraft civilization : social science in a virtual world by William Sims Bainbridge( Book )

13 editions published between 2010 and 2012 in English and held by 325 WorldCat member libraries worldwide

World of Warcraft is more than a game. There is no ultimate goal, no winning hand, 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 servers, each of which can handle 4,000 players simultaneously). WoW is an immersive 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 noticed, it's not entirely unlike today's world. In The Warcraft Civilization, sociologist William Sims Bainbridge goes further than this, arguing that WoW can be seen not only as an allegory of today but also as a 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 ten 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 endtime family : Children of God by William Sims Bainbridge( Book )

10 editions published in 2002 in English and Undetermined and held by 323 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?"--Jacket
Berkshire encyclopedia of human-computer interaction by William Sims Bainbridge( Book )

12 editions published in 2004 in English and held by 281 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
Goals in space : American values and the future of technology by William Sims Bainbridge( Book )

5 editions published in 1991 in English and Undetermined and held by 276 WorldCat member libraries worldwide

Managing nano-bio-info-cogno innovations : converging technologies in society by William Sims Bainbridge( Book )

19 editions published in 2006 in English and held by 185 WorldCat member libraries worldwide

Tremendous human progress is becoming possible through the development of converging technologies stimulated by advances in four core fields: Nanotechnology, Biotechnology Information technology, and new technologies based in Cognitive science (NBIC). This book provides a unique review of technical developments related to the unification that is rapidly taking place today among these fields. It assesses potential for revolutionary applications of these developments and their likely impact in improving the human condition. The essays included in the book offer a wide variety of scholarly views on the likely societal impacts and policy implications of these developments and applications, including assessments of educational, economic, commercial, legal, ethical, political, and social implications. This is the third in a series of such volumes on converging technologies edited by Drs. Roco and Bainbridge, the first of which is also available from Springer
Online worlds : convergence of the real and the virtual by William Sims Bainbridge( Book )

14 editions published between 2009 and 2010 in English and Undetermined and held by 120 WorldCat member libraries worldwide

Virtual worlds are persistent online computer-generated environments where people can interact, whether for work or play, in a manner comparable to the real world. The most popular current example is World of Warcraft, a massively multiplayer online game with eleven million subscribers. However, other virtual worlds, notably Second Life, are not games at all but internet-based collaboration contexts in which people can create virtual objects, simulated architecture, and working groups. This book brings together an international team of highly accomplished authors to examine the phenomena of virtual worlds, using a range of theories and methodologies to discover the principles that are making virtual worlds increasingly popular, and which are establishing them as a major sector of human-centred computing
The virtual future by William Sims Bainbridge( Book )

11 editions published between 2011 and 2013 in English and Undetermined and held by 54 WorldCat member libraries worldwide

The newest communication technologies are profoundly changing the world's politics, economies, and cultures, but the specific implications of online gameworlds remain mysterious. The Virtual Future employs theories and methods from social science to explore nine very different virtual futures: The Matrix Online, Tabula Rasa, Anarchy Online, Entropia Universe, Star Trek Online, EVE Online, Star Wars Galaxies, World of Warcraft: Burning Crusade, and The Chronicles of Riddick. Each presents a different picture of how technology and society could evolve in coming centuries, but one theme runs through all of them, the attempt to escape the Earth and seek new destinies among the stars. Four decades after the last trip to the moon, a new conception of spaceflight is emerging. Rather than rockets shooting humans across vast physical distances to sterile rocks that lack the resources to sustain life, perhaps robot space probes and orbiting telescopes will glean information about the universe, that humans can then experience inside computer-generated environments much closer to home. All nine of these fantastically rich multiplayer masterpieces have shown myriads of people that really radical alternatives to contemporary society could exist, and has served as a laboratory for examining the consequences. Each is a prototype of new social forms, a utopian subculture, and a simulation of technologies that have yet to be invented. They draw upon several different traditions of science fiction and academic philosophy, and they were created in several nations. By comparing these nine role-playing fantasies, we can better consider what kind of world we want to inhabit in the real future
Personality capture and emulation by William Sims Bainbridge( Book )

8 editions published in 2014 in English and held by 21 WorldCat member libraries worldwide

Personality Capture and Emulation is the gateway to an amazing future that actually may be achieved, enabling the preservation and simulation of human personalities at progressively higher levels of fidelity. This challenge is no longer the province merely of uninhibited visionaries, but has become a solid field of research, drawing upon a wide range of information technologies in human-centered computing and cyber-human systems. Even at modest levels of accomplishment, research in this emerging area requires convergence of cognitive, social, and cultural sciences, in cooperation with information engineering and artificial intelligence, thus stimulating new multidisciplinary perspectives. Therefore this book will inspire many specific research and development projects that will produce their own valuable outcomes, even as the totality of the work moves us closer to a major revolution in human life. Will it ever really be possible to transfer a human personality at death to a technology that permits continued life? Or will people come to see themselves as elements in a larger socio-cultural system, for which a societal information system can provide collective immortality even after the demise of individuals? A large number and variety of pilot studies and programming projects are offered as prototypes for research that innovators in many fields may exploit for the achievement of their own goals. Together, they provide an empirical basis to strengthen the intellectual quality of several current debates at the frontiers of the human and information sciences
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The future of religion : secularization, revival, and cult formation
Alternative Names
Bainbridge, Bill 1940-

Bainbridge, William S. 1940-

Bainbridge, William Sims

Sims-Bainbridge, William 1940-

William Sims Bainbridge Amerikaans socioloog

William Sims Bainbridge US-amerikanischer Soziologe, Kommunikationswissenschaftler und Religionssoziologe

วิลเลียม ซิมส์ เบนบริดจ์



English (236)

Polish (2)

Italian (1)

The sociology of religious movementsA theory of religionNanoconvergence : the unity of nanoscience, biotechnology, information technology, and cognitive scienceSocietal implications of nanoscience and nanotechnologyReligion, deviance, and social controlThe Warcraft civilization : social science in a virtual worldThe endtime family : Children of GodBerkshire encyclopedia of human-computer interaction