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It is getting harder to find a place where you can simply spend time. Housing costs are rising sharply. Public spaces are shrinking or turning into places where you must spend money to stay. As city life becomes tighter and more expensive, people are turning to virtual reality (VR) to find new ways to connect.

What is a 'Third Place'?

The term “third place” was coined by sociologist Ray Oldenburg. It describes a space that is neither home (first place) nor work (second place). It is where people meet, talk, and build community without needing a reason.

Accessibility

Open to all, regardless of background, status, or means.

Neutral Ground

Welcomes people without social expectations or pressure.

Level Playing Field

Minimises hierarchies to foster equality and community.

Regulars

Built-in community through returning familiar faces.

Low Cost or Free

Free or low-cost to remove financial barriers.

Comfort

Designed to feel safe, welcoming, and relaxing.

Public and Private Balance

Offers both shared and semi-private spaces for connection.

Social Interaction

Encourages natural connection without needing to spend.

Historically, places like cafes, parks, barbershops, and libraries filled this role. But many of these spaces have become commercialised or have disappeared entirely due to rising costs and shifting urban design.

In response, a new type of third place is emerging, digital campfires. These are online spaces that reflect many of Oldenburg’s principles: inclusive, low-pressure environments where people gather around shared interests, support each other, and create community. Whether it’s a Discord server, a group chat, or a hobby-based subreddit, digital campfires are becoming the modern meeting grounds for meaningful connection.

The Shift to Digital Spaces

With cities becoming less welcoming for casual meetups, VR platforms like VRChat, AltspaceVR, and Horizon Worlds are stepping in. These 3D digital spaces act like third places, letting people gather without travelling, booking a venue, or spending money.

In VR, you can visit a virtual café, attend a trivia night, or join a digital hike, all while sitting on your couch. Distance does not matter. Someone in Sydney can easily chat with someone in Perth, London, or Tokyo.

These spaces allow people to find others with the same interests, no matter how specific. Whether it is retro gaming, medieval history, or baking, VR brings together communities that might never meet otherwise.

The Good and the Bad

VR third places offer many positives. They can be a lifeline for people living in remote areas or those with disabilities. They are often more welcoming for those who feel out of place in traditional settings.

However, there are problems too. Bad actors can harass others under the cover of anonymity. Free apps often get sold to large companies, turning once-free spaces into paywalls or advertising platforms. Community-led spaces risk being shaped by profit rather than the needs of the people using them.

Moderation is another challenge. Without proper oversight, some spaces can become hostile or unsafe, pushing away the very people they were designed to connect.

The Future is Wide Open

Despite the risks, the future of VR third places looks exciting. There are few limits to what can be created. With creativity, we could see entire virtual towns, libraries, or music festivals, designed by and for the people who use them.

Rather than simply copying the physical world, VR can offer new types of community spaces that are not possible offline. Floating cities. Infinite gardens. Rooftop cafés on alien planets.

If VR communities focus on openness, accessibility, and playfulness, they could build better third places than anything that exists today.

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Aisjam

Author Aisjam

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