In sociology, the third place refers to the social surroundings that are separate from the two usual social environments of home ("first place") and the workplace ("second place"). Examples of third places include churches, Coffeehouse, bars, clubs, Public library, , Bookselling, , stoops, , and theaters, among others. In his book The Great Good Place (1989), Ray Oldenburg argues that third places are important for democracy, civic engagement, and a sense of place. Oldenburg's coauthor Karen Christensen argues in the 2025 sequel that third places are the answer to loneliness, political polarization, and climate resilience. She also clarifies the difference between third places and public spaces.
In The Great Good Place, Oldenburg and co-author Karen Christensen discuss the seven characteristics of third places. A third place is:
Following into the 21st century, coffeeshops are still one of the most ubiquitous third places. These conversation hotspots have been reflected in media as hubs of human connection and belonging, like the Central Perk coffeeshop ( Friends), or similarly the Cheers bar ( Cheers).
In their research, many types of environments were listed as possible third places. These included community centers like YMCA and YWCA; ; like coffee shops, Shopping mall, and barber shops; religious places; ; outdoor recreative activities (parks, neighborhood parties); and various media such as the World Wide Web and .
Ray Oldenburg observed that, while many third places such as public are completely free, they often tend to be commercial establishments. However, Oldenburg emphasized that chain establishments run by large corporations are "less hardy" third places than local, independently owned establishments, as they divert (cash) flow away from the local community to distant owners.
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.
Variant forms of the concept include the "Coffeehouse" 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 Social center for social interaction.
The general store or pub and occasionally bookstore or diner are traditional variants of the concept, provided in such cases there is an emphasis on expectation of 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 video arcade, , Fraternity or , 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 can build the connections that are necessary for authentic community.
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 because they could be enjoyed within the confines of one's home. With the advent of online technologies, these virtual third places have been observed in online communities. The 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 Online 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 "Griefer" 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), there are many Browser game (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.
A third place which provides internet access may create a hollow effect in that the patrons are physically present but do not make social contact with each other, being absorbed by their remote connections. This is similar to how patrons behave in learning commons environments like those in university libraries where the preponderance of socializing is among people who already know each other. Some businesses, like Nomad Café in Oakland, California are trying to ameliorate this effect by staging performance art such as live jazz and asking patrons to share information about themselves with other patrons via an online survey to encourage audience engagement.
As the fourth place only works in the normal living mode, during COVID-19 quarantine restrictions, a new Remote work place emerged from the operation of the different outdoor and indoor typologies of other places. This place sometimes works on a physical basis, and other times virtually, with some essential characteristics needed to work properly during the pandemic outbreak. The limit of this place is the attached quarantine semi-private or semi-public space, which can be called "quarantined fourth place" or "fifth place".
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