in
Amsterdam, the
Netherlands in
Shibuya,
Tokyo, Japan in
Bendemeer, Singapore in
Pyongyang,
North Korea One criteria for a third place, according to Jeffres et al. (2009), is that it "offers stress relief from the everyday demands of both home and work. It provides the feeling of inclusiveness and belonging associated with participating in a group's social activities, without the rigidity of policy or exclusiveness of club or organization membership". In their research, many types of environments were listed as possible third places. These included community centers like
YMCAs and
YWCAs;
senior centers;
shopping centers like coffee shops,
malls, and barber shops; religious places;
schools; outdoor recreative activities (parks, neighborhood parties); and various media such as the
World Wide Web and
newspapers. The concept of a "third place" has been picked up by various small businesses, including as a name for various locally owned coffee shops, and is commonly cited in urban planning literature on the issue of community-oriented business development and
public space. As the concept of "third place" has become more popular, several
coworking office spaces have embraced this concept as the basis of their interior design. Variants of the concept include the "
community coffee house" and the "community living room," a term which has been adopted by several organizations to describe the model of a cooperatively-run "third space" which includes commercial or non-commercial functions with an emphasis on providing a
free space for social interaction. The
general store or
pub and occasionally
bookstore or
diner are traditional variants of the concept, provided there is an emphasis on socialization, and customers are invited to stay and "hang out" with or without making any (or additional) purchases. Institutions which traditionally provided some functions of a third place included shared leisure facilities such as a
bowling alley or
arcade,
function halls,
lodges or
social clubs, when and if facilities were available for casual use. A church community fills this role for many people, including groups that focus on common interests and hobbies. Activities, events, and
cell groups can build the connections that are necessary for authentic community.
Virtual third places Since Oldenburg's writings, people in the computer and internet industry have declared that third places are observed or shifting to the virtual world or virtual third places. This descriptive practice is easily adopted because of the similarities in characteristics found between the virtual and physical worlds. In combination with the
Industrial Revolution, and as media transitioned from the public space to more comfortable roles inside one's home, there was a large shift away from public activities. With the advent of the internet, these virtual third places have been observed in online communities. Characteristics observed in these communities vary from their physical application but meet the context of personalization, permeability, approachability, and comfort. With the increasing popularity of
online multiplayer video games, individuals from across the world are becoming more connected with each other through these video games. The potential for social culture clashes is inherently high considering the large volume of interactions of users from different cultures. However, the online virtual communities constructed within these games share the same characteristics as traditional third places. One of the more prominent features of these communities is the social equalizing aspect. These games allow users to interact through their in-game character, or
avatar, which serve as a medium for the player and removes the players' social identifiers. Avatars often interact via built-in
text chat systems, allowing users to communicate without revealing their identity through their voice. Therefore, any type of social identification is dependent upon the avatar, not the actual player. While these online communities provide freedom from traditional social status, that is not to say there are no social hierarchies within the games; each game community constructs their own social norms that determine in-game social status. However, each player begins the game at an equal footing and must achieve social recognition through their in-game accomplishments. The concept of "regulars" within third spaces is also prominent in online gaming communities. These regulars are often identifiable through some type of special identifier; some games include special insignia or titles for accomplished users, making these users stand out to all users. The regulars set standards for accepted in-game behavior, serving as a type of social moderator (especially for new players). For instance, many of these games offer the opportunity for
PvP (player vs player) combat, in which users battle against each other. However, this creates an opportunity for users to "
grief" one another, which is intentional harassment meant to disrupt gameplay for other users. This type of behavior is often kept in check by the community regulars. "Regular" status is attainable for all users, which furthers the sense of community within the game. As users play more, they are accepted into the community by fellow regulars, forming new social bonds. As online technologies advance, these online video games become more accessible to individuals across all backgrounds. While these games are often played on traditional
video game consoles or on
PCs (which often requires purchasing the
video game software), there are many
web browser based games (such as
RuneScape and
Farmville) that allow anyone with Internet access to play for free. This widens the variety of individuals that are entering into the community. == Internet access ==