For decades, the image of the gamer has been a stubborn cultural clichรฉ: a young man, alone in a darkened room, antisocial and withdrawn. New research from Doshisha University in Kyoto, Japan, is adding serious empirical weight to a very different picture. According to a long-form ethnographic study published in the journal Social Media + Society, competitive gaming communities on platforms like Discord are not merely entertainment hubs โ they are functioning as genuine “third places,” spaces outside the home and workplace where people relax, connect, and develop meaningful relationships.
The study, authored by Assistant Professor Mattias van Ommen and independent scholar Ginga Yahanashi, focuses on a Discord server called “Medimura” โ a pseudonym โ built around skilled players of Nintendo’s popular competitive shooter Splatoon 3. Released in 2022, the game has sold over 10 million copies worldwide, and its format, in which teams of players compete to cover a stage in their team’s colored ink, has generated a passionate and highly organized competitive scene in Japan.
Over the course of more than a year of participant observation โ including a core three-month intensive period from July to October 2023 โ as well as in-depth interviews with eleven community members and the server’s founder and manager, the researchers found that Medimura consistently displayed the hallmarks of what sociologist Ray Oldenburg famously termed the “third place.” Oldenburg’s concept, developed in his 1999 book The Great Good Place, describes public or semi-public environments โ coffee shops, barbershops, parks โ where people gather voluntarily, conversation flows freely, and social hierarchies from work and school are left at the door. He identified eight core characteristics: neutral ground, leveling of status, lively conversation, accessibility, the presence of regulars, a low profile, a playful atmosphere, and a sense of home.
Medimura, the researchers argue, satisfies all eight โ at least partially.

“Video games and social media are often considered to be isolating or overly competitive among young generations,” van Ommen explained in a press release accompanying the study’s publication. “Yet, for many players, these platforms are more than just entertainment, giving them an opportunity to connect with like-minded people.”
The finding builds on earlier work by Constance Steinkuehler and Dmitri Williams, who in 2006 demonstrated that massively multiplayer online role-playing games like World of Warcraft could function as third places โ though they cautioned that intensely competitive dynamics could threaten that function by introducing militaristic hierarchies. The Doshisha study confronts that tension head-on. Medimura is, by design, a highly competitive community. Entry requires reaching S+, the highest tier of the game’s ranked mode โ a threshold that screens out all but the most dedicated players. Prospective members must then pass a voice interview with the server’s manager, who evaluates not only their gaming skill but also their communication style and basic demeanor.
Yet rather than undermining the community’s social warmth, that structure appears to enable it. The server’s manager, referred to in the study as “Tom,” explained his reasoning this way: “If we don’t have each other at a certain line of competence, then we can’t enjoy each other’s company.” By ensuring players are competitive equals, Tom argued, the community creates conditions where games are genuinely fun and where bonds can form organically. “As the manager, I want everyone to have a good time,” he added, “and I feel a sense of responsibility for those we welcome into the community.”

One of the study’s most striking findings involves the leveling of social hierarchies that Oldenburg identified as essential to the third place. In Japan, where workplace and school relationships are governed by deeply entrenched senior-junior dynamics โ the senpai-kลhai system โ and where elaborate honorific language (keigo) encodes those power structures into everyday speech, Medimura offers something rare: a space where age and occupational rank carry little weight. Members whose professions ranged from nursing to self-employment spoke to each other with a casualness that would be inconceivable in their professional lives.
One interviewee, a male player identified by the pseudonym Acerola, put it plainly: “In this community there is no seniority, and it is easy to be on equal terms.” He contrasted this with schools and workplaces that he described as “a necessity for survival,” where hierarchical stress was a constant.

That relief resonated most powerfully for a female player identified as Goose, whose words offer perhaps the study’s most arresting testimony: “At work, I cannot raise my own voice, have to use honorific language, and cannot express my opinion. Because of that, I’m just forcing myself to smile to get through it. But here, I can laugh genuinely, or rather, show the true me. When I’m in the community, it feels like my time.”
Another player, Hayashi, described Medimura as nothing less than “the meaning of my existence” โ an admission that surprised even the researchers. Having grown up in a strict household where socializing outside was restricted, Hayashi had found in Splatoon and, eventually, in Medimura, a space to “relieve my inner loneliness.” The researchers are careful to note that not every member carries such weight into the community, but they observed that stories like Hayashi’s were not isolated cases.
The study also documents how motivations shift over time. Players who joined Medimura primarily to sharpen their competitive skills found that, gradually, the social dimension had become the main draw. “Participants who initially joined as competitive members eventually stayed back for social reasons, as they started feeling a sense of comfort in their everyday social engagements on Discord,” van Ommen noted.

The concept the researchers use to capture this evolution comes from Japanese sociologist of digital games Keisuke Takada, who coined the term “emergent third place” to describe gaming communities that begin with ludic goals but gradually center around social connection. Takada’s original work focused on MMORPGs like Final Fantasy XIV, where in-game infrastructure naturally supports community formation. What makes the Doshisha study novel is its focus on a community that coalesced entirely outside the game itself, on Discord, because Splatoon 3 offers virtually no native tools for building lasting social connections. Players cannot form persistent teams; matches dissolve the moment they end. The community, in other words, had to be built from scratch โ and it was.
“This shows how creative people are in using new tools to create third places that are centered around digital games,” the authors write in their conclusion, “even when games themselves lack in-depth community organization features.”
The finding carries implications well beyond competitive gaming. As traditional third places โ civic organizations, neighborhood bars, religious institutions โ continue their long documented decline, the search for social anchors is pressing and widespread. If a Discord server organized around ink-shooting squid characters can provide what Oldenburg described as a “home away from home,” it raises meaningful questions about where, and in what forms, genuine community can take root in contemporary life.
“For some players,” Yahanashi observed, “this sense of ease and emotional safety was just as important as the game itself.”
Endnotes
ยน van Ommen, M. & Yahanashi, G. (2025). “Finding Belonging in Competitive Play: How a Japanese Splatoon Discord Community Functions as a Third Place.” Social Media + Society, Vol. 11, Issue 4. DOI: 10.1177/20563051251399015
ยฒ Doshisha University press release via EurekAlert! (February 19, 2026): “How competitive gaming on Discord fosters social connections.” https://www.eurekalert.org/news-releases/1117087
ยณ Oldenburg, R. (1999). The Great Good Place: Cafรฉs, Coffee Shops, Bookstores, Bars, Hair Salons, and Other Hangouts at the Heart of a Community. Marlowe.
โด Steinkuehler, C.A. & Williams, D. (2006). “Where Everybody Knows Your (Screen) Name: Online Games as ‘Third Places’.” Journal of Computer-Mediated Communication, 11(4), 885โ909.
โต Takada, K. (2019). “Ethnography of Massively Multiplayer Online Role-Playing Games: Cultivating an Emergent Third Place within the Virtual World.” Japanese Sociological Review, 69(4), 434โ452.




