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An exploration of the popular online role-playing game World of Warcraft as a virtual prototype of the real human future.
World of Warcraft is more than a game. There is no ultimate goal, no winning hand, no princess to be rescued. 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 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 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.
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.
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The newest communication technologies are profoundly changing the world''s politics, economies, and cultures, but the specific implications of online game worlds 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.
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Explaining how religion and society transform each other, this book explores such movements as Holiness, Adventism, religious communes, Satanism, New Age and democratization. The Sociology of Religious Movements is the culmination of work begun in The Future of Religion (the 1986 award winner of the Society for the Scientific Study of Religion) and A Theory of Religion (1993 award winner of the Pacific Sociological Association). Explaining religious schism, innovation, and conversion to show how religion and society transform each other, this book explores such movements as: Holiness, Adventism, religious communes, Children of God, Satanism, New York City Mission Society, New Age, Asian imports, and democratization.
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Explaining how religion and society transform each other, this book explores such movements as Holiness, Adventism, religious communes, Satanism, New Age and democratization. The Sociology of Religious Movements is the culmination of work begun in The Future of Religion (the 1986 award winner of the Society for the Scientific Study of Religion) and A Theory of Religion (1993 award winner of the Pacific Sociological Association). Explaining religious schism, innovation, and conversion to show how religion and society transform each other, this book explores such movements as: Holiness, Adventism, religious communes, Children of God, Satanism, New York City Mission Society, New Age, Asian imports, and democratization.
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