1 free read left. Create a free account for unlimited reading + AI research.
Create free accountReport
DiGRA
The study applies Ray Oldenburg's third-place concept to Phantasy, a game café in Stockholm. It draws on field observations and interviews.
Jonsson's study examines Phantasy, a game café in Stockholm, as a "third place" in Ray Oldenburg's sense: a social setting distinct from home and work where people gather informally. Drawing on field observations and interviews conducted in 2005 and 2007, the research focuses on young men aged roughly 14 to 25 who play online and network games. The work addresses a notable gap in the literature, since prior scholarship on game cafés has concentrated largely on Asia, and it offers a Western European case for comparison.
The central finding is that the café functions as a space of autonomy for its regulars. It offers an escape from parental restrictions and moral judgment, providing a home-like, homogeneous environment where players can socialize, hang out, form fleeting relationships, and play together in person. Notably, Swedish parents in this study viewed game cafés favorably, a stark contrast to the more contested parental attitudes reported in Asian contexts. This suggests that cultural framing shapes how such venues are perceived and experienced.
The author concludes that the Phantasy café extends Oldenburg's third-place concept in a particular direction. Rather than operating as an open public place accessible to all, it behaves more like a restricted, exclusive community of like-minded players, resembling a sports club in its gender- and age-specific character. This reframing positions the game café as a distinctive variant of the third place, one defined by selective membership and shared interests rather than broad civic openness.
The study's scope is thus geographically limited to a single Stockholm venue, temporally anchored to fieldwork from the mid-2000s, and focused on a specific demographic within the gaming community.
DiGRA · 2009