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Analyzing and Discussing the Use of Digital Spaces as a Modern Day Third Place
life is best defined by Ray Oldenburg’s three spheres of life: work, home, and a wild card “third
place.” This place is best defined by relaxed social interaction and communication; popular third
places in America being bars, coffee shops, or parks. There is no pressure to be present in third
places, and unlike work or home, people are able freely enter and exit without major consequences.
However, with the rise of technology and its presence in society, a digital third place has
emerged as a main way of communication and socialization. Although the digital third place is
advantageous in the neutralizing, homely and playful attributes of a third place, it lacks in its ability
lessen the social hierarchy and creates a tunnel vision of a user’s core ideologies. Though it is
becoming a main social place in society, especially in the younger generations, the digital third
place does not threaten the existence of third places in reality and in some cases may encourage
Understanding Ray Oldenburg’s theory of the third place is essential to a thorough analysis
the differences, advantages, and disadvantages of digital and real third places. In his book The
Great Good Place: Cafés, Coffee Shops, Community Centers, Beauty Parlors, General Stores,
Bars, Hangouts, and How They Get You Through the Day, Ray Oldenburg breaks down the social
third place into eight defining characteristics: neutral, status leveling, conversation-led,
approachable and accommodating, having a core participant group, low-key area, playful, and a
secondary home (Oldenburg, 1989). The neutralizing, status-leveling, playful, and secondary
home aspects are most essential to understand the differences between digital and traditional third
places.
As stated before, third places are neutral areas where there is no consequence for
participation and absence, unlike work or home spaces. This does not make the third place
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expendable in one’s life but rather making it flexible to busy or sedentary lifestyles. Oldenburg
also defines third places as status-leveling, meaning that there is no social hierarchy or major
authoritarian figures. Newcomers to a social space may initially feel isolated, but Oldenburg argues
that constant participation and “flavor of one’s personality, irrespective of his or her station in life,
is what counts” (Oldenburg, 1989, p. 24). Third, the playful aspect of Oldenburg’s third place is
its focus around laughter and cheery ambience. Third places are filled with light-hearted
conversation and little solemness, making it an attractive and special place in one’s life. Finally,
Oldenburg states that third places are homes away from home where one feels included and re-
energized. This feeling often makes third places a threat towards one’s home and familial place.
Now with a strong foundation of key aspects of Oldenburg’s third place, the major
advantages of a digital third place can be discussed. Firstly, the digital third place excels in its
ability to neutralize participation and accommodate demanding home or work places. The
penetration of smartphone users also led to an increase in social media users. From 2011-2018, the
percentage of adults using a smartphone has increased from 35% to 77%, a 42% increase in the
past seven years. The increase in smartphone users stems from smartphones becoming more
financially attainable and a wider variety of smartphones being offered over time, as well as society
becoming more reliant on mobile devices and less dependent on landline or broadband services at
home (Pew Research, 2018). Following this trend, the amount of social media users has increased
from 1.22 billion in 2011 to 2.62 billion in 2018 (Statista, 2018). The increase of smartphone users
made participating in social media and the digital third place extremely easy. Instead of having to
catch a bus or train to one’s favorite park, people simply unlock their phone and open up Instagram,
Snapchat or Facebook to see what others are up to. Those with demanding work or home places
are now able to log on and participate in the third place on their own schedule. The accessibility
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of the digital third place makes participation easy and with little consequences, making it an
Secondly, the digital third place encourages a playful atmosphere where sharing one’s life
and their interests is encouraged and extremely easy to do so. The best example of this playful and
lighthearted atmosphere in the digital place is seen on Instagram, an popular social media platform
centralized around posting and sharing photos. The app began as a platform for friends to post
photos about everyday life, but it now extends beyond as a platform for communities of similar
interests to share and connect. According to Tom Jenkins from CNN, fashion, art, travel, and food
are some of many communities flourishing through Instagram. Lesser-known artists are able to
share their artwork and it is appreciated by the masses. Getting outside and traveling to new places
is inspired by breathtaking photos seen online. Foods from various cultures and places are
appreciated by those oceans away. The ability to see and share the best things in one’s life is made
easy through Instagram. Social media encourages people to seek out exciting things to experience
and appreciate, creating a high-spirited third place that counters the stresses of work or home
environments.
Thirdly, there is a strong feeling of home in the digital third place. Jerod Foster from Texas
Tech University analyzes the digital third place’s ability to function as a secondary home, using
Facebook as his research platform. Foster compares the feeling of home by one’s ability to feel a
sense of ownership community in the third place. In a real third place such as a coffee shop, one
may experience ownership after many visits to the shop and sitting in the same comfortable corner
of the shop, claiming that area as “his/hers.” However, people immediately gain ownership online,
claiming to have his/her Facebook page as soon as an account is made. This sense of personal
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space strikes a feeling of a home-away-from-home with the creation of one’s Internet profile,
Furthermore, the feeling of having attention and knowing familiar faces creates the homely
feeling in third places. McArthur’s (2008) work outlines that members of these communities are
able to meet online, “creating a gathering point and common ground,” that otherwise would not
The digital third place uniquely allows users to connect with familiar faces and meet new
ones from locations all around the world regardless of the place and time between them. Instead
of attaching onto single location, users in the digital third place latch onto the familiar faces who
could be minutes, miles, or oceans away. Regardless of location, the digital third place is a platform
where users can connect to more geographically extensive range of people than real third places.
There is no tangible location for the user to attach onto, but the familiar faces online and a home
page filled with one’s posts, conversations, and past memories create a sense of familiarity and
While the digital third place has made it easy to share and find similar communities,
nonexistent, a major disadvantage in the digital third place. Just like face-to-face bullying,
cyberbullying creates a situation where the aggressor unfairly asserts dominance over his/her
victim, giving the attacker a sense of power and the victim feeling lesser. According to Dr. Joe
relationships in school or work situations can easily translate into the digital third place, blurring
the lines between work and third places. Aggressive posts are open to a wider audience and are
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permanent online, making cyberbullying more traumatizing to the victim than face-to-face
bullying (Magliano, 2017). Cyberbullying culture is common in the digital third place; as much as
50% of school-aged children are victims of cyberbullying (Mishna, Cook, Gadall, Daciuk, &
Solomon, 2010). The prominence of cyberbullies online makes participating in the digital third
Instead of a welcoming area where all participants are equal, a semblance of social
hierarchy exists and has led to an epidemic of depression in teens, the biggest participants in the
digital third place. Per a 2010 study from the National Institutes of Health of the US Department
of Health & Human Services, “frequent [cyberbullying] victims reported significantly higher
levels of depression than frequent [face-to-face] bullies and marginally higher depression than
frequent [face-to-face] bully-victims.” In recent years, the toxic effects of cyberbullying in the
digital third place has been brought to the public’s attention, and many schools are teaching
students proper conflict resolution procedures and parents are being educated on how to recognize
depression in their child’s life. Cyberbullying is a major disadvantage in the digital third place,
and it has made the third place a weapon to hurt others instead of bringing communities together.
Many online communities and platforms allow for anonymity to be a key feature. With the lack of
third place is the ideas and viewpoints of major beliefs such as religions. Admittedly, it is true that
people of various cultures, geographic regions, and demographics are able to connect online.
However, a tunnel vision is created where bubbles are formed within similar cultural, political,
and social ideologies, creating distinct social rifts, both online and in reality. When users are
participating in the online community, often time these communities affirm the collective identities
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created of the participating groups (Rheingold, 2000). McArthur (2008) builds on Rheingold’s
work, stating, “identities are shaped by the values and beliefs espoused and supported by the
members of these groups.” Greg Ring (2018), a contributor to the Handelsblatt Research Institute,
describes this problem as a “digital echo chamber”: if users shared their political views online,
they would be fed articles and news with the same bias, as well as communicate with those of
similar worldviews. This “digital shouting match” led to users being fed political fluff of their
beliefs, filtering out viewpoints supported by facts and research. A specific example of this would
the 2016 Presidential Election of Donald Trump versus Hillary Clinton. Over the span of the two
presidential debates, 33% of pro-Trump and 20% of pro-Clinton tweets derived from fake accounts
run by automated computers (Sanders 2016). These tweets became a source of propaganda for
Trump, making Twitter users believe there were many more people voting for Trump than than
realistically. For users easily swayed in political beliefs, joining the crowds and voting for the
perceived “better” candidate can have a dangerous impact on the election results. The
psychological habit for humans to only see and believe what confirms their presuppositions is
basic knowledge, but when taken to the extremes it creates an election environment where political
leaders are chosen using biased information or propaganda instead of factually correct info.
Although the digital third place is a growing presence in society, it does not directly
threaten the existence of third places in reality, and connections over digital third places often leads
to time in real third places to deepen connections made online. The best example of this would be
online dating platforms such as Bumble and Tinder. The premise of both platforms is the
randomization of people that are within your determined range of distance. A person is able to
connect, interact, and even propose to meet in person. This can be seen as the convergence of both
virtual and real worlds in the third place. In comparison to meeting new people in a traditional
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third place, the person is provided a higher level of control in their social activity. A user can
decide when to contact and approach a person and they have no time limit with how quickly or
slowly they want to respond to the other party. Dating applications as digital third places provide
a low risk environment for individuals to find romantic relationships with low pressure for real
time engagement and interaction. These digital platforms can help deepen already established
After reviewing the relevant and appropriate literature, I have come to believe that there is
still research to be done and discussion to be had. With my core understanding of digital third
places, I believe that it may not dutifully serve and replace all purposes of traditional third places.
Although not a feasible replacement, digital third places provide low risk environments for people
to engage with one another. Digital third places can not only help create new relationships, but
even sustain and build basic offline relationships. Social Network Sites: Definition, History, and
Scholarship discusses thoughts by Ellison, Steinfield, and Lampe (2007) in that social networking
sites such as Facebook can help “maintain existing offline relationships or solidify offline
connections, as opposed to meeting new people.” I believe that physical and traditional third places
play a crucial in social development and although not a suitable replacement, digital third places
play a crucial role in supplemental development of relationships and complex social cues. Being
able to connect with other individuals from across the world in real time is a form of cultural
convergence that did not exist as easily before the Internet. The use of both third places can serve
to be the most helpful and effective form of Oldenburg’s concept on third places.
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References
Byrne, D. (in press). The future of (the) ‘race’: Identity, discourse and the rise of computer-
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Ellison, N., Steinfield, C., & Lampe, C. (2007). The benefits of Facebook ‘‘friends’’: Exploring
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from http://jcmc.indiana.edu/vol12/issue4/ellison.html
www.psychologytoday.com/us/blog/the-wide-wide-world-psychology/201304/why-do-
some-kids-cyberbully-others
Mishna, F., Cook, C., Gadalla, T., Daciuk, J., & Solomon, S. (2010). Cyber bullying behaviors
among middle and high school students. American Journal of Orthopsychiatry,80(3), 362-
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school-cyber-bullying-nih-researchers-report
Nicole B. Ellison, Charles Steinfield, Cliff Lampe; The Benefits of Facebook “Friends:” Social
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Oldenburg, R. (1989). The great good place : Cafés, coffee shops, community centers, beauty
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