3 Matching Annotations
  1. Feb 2021
    1. American urban sociologist Ray Oldenburg, who came up with the concept of "the third place" in his 1989 book "The Great Good Place", defines the third place as (commonly seen as) eight characteristics. There is no obligation to be here for legal, survival, political, etc. reasons. You can just not show up. Everyone is equal. The rich, the poor, the minorities and the majorities all intermingle together in one common space. Conversation and socializing is the main activity. You go here to "hang out". They're accessible and accommodating for anyone who wants to visit. It's a place where people regularly go, and whose regulars give the space its vibe and characteristics. The physical place is not overly pretentious or imposed. It feels like the community, like an extension of home. Generally speaking, the vibe here is more calm and friendly and playful than actively hostile and argumentative. You feel like you have genuine ownership in the place, as if it's almost a communal home for you and the people you care about.
  2. Jan 2021
  3. Sep 2017
    1. Third Space

      I don't know if this will bear out but for me a Third Space has a slightly different context.

      My graduate work is a combination of marketing at ASU and educational technology at BSU.

      Third Space in the marketing literature comes out of Bowling Alone http://bowlingalone.com/ and how the white middle and working class moved away from neighborhoods and into suburbia. Putnam, R. D. (2000). Bowling alone: The collapse and revival of American community. New York: Simon & Schuster.

      and also Oldenburg , R. (1989). The great good place. New York: Marlowe & Company. https://www.pps.org/reference/roldenburg/ who wrote about what what essentially was the setting for the Cheers.



      In educational technology, online learning and especially research in game based learning

      Online learning communities are looked at as third spaces or third places. There's been a bit written about this especially in the MMO World of Warcraft.

      Steinkuehler, C. A., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places.” Journal of Computer-Mediated Communication , 11(4), 885–909. doi:10.1111/j.1083-6101.2006.00300.x