AP Success - AP English Language: The Third Place and Video Games

This opinion piece, entitled "How I found my ‘third place’ through video games," is a student-written article in The Miami Student, published on March 5, 20224.
It’s human nature to seek an outlet to end the day. For the cowboys of the old
West, it’s the campfire. For the traditional American family, it’s the dinner table.
For me, it’s the virtual world of my PlayStation.
5
Almost every night this semester, I’ve returned home from a long day of classes
and immediately booted up my console. I kick back, grab my controller and open
Discord on my phone. My friends are already there.
We’ll pick a game — Fortnite, Rocket League, Minecraft, occasionally something
10
from Jackbox Games — and just play and talk for an hour or two. We’ll chat about
our days and things we’re excited for, not necessarily blocking everything else
out of our lives, but detoxing from our daily routines.
I love it. At a certain point every day, I’m already looking forward, wondering
15
what games we’ll play, what we’ll discuss.
I grew up in that traditional American family, where we all ate around the dinner
table. Some nights, we wouldn’t eat until 8 because we all had our after-school
activities and work, but we tried to prioritize this time to just be together and
20
talk.
When I got to college, it was a huge adjustment not having this routine
experience. I started with only a few friends who I could share my days with. Now
that I have them, I’m cherishing these moments we can spend together each
25
night, even if our “third place” is virtual.
The concept of a third place refers to the idea that people should have another
space separate from work and their home. The term is defined in Ray
Oldenburg’s “The Good Place.”
30
The third place is typically a calm area for conversation and regulars. Common
spaces for this category include coffee shops, bookstores and community
centers.
35
Oxford has some of these, not enough, though. Sure, you can grab a cup of coffee
with a friend at Kofenya or check out the Oxford Community Arts Center, but this
town doesn’t even have a bookstore.
Instead, Oxford has a large focus on the nightlife culture. Go Uptown most
40
nights, and you’ll see people partying at Brick Street or Skipper’s. I’ve tried to
fit in with this culture before, but it’s just not for me. I’d much prefer a quiet bar
that allows for conversation, something my friends and I were unable to find
despite a whole night’s worth of searching.
45
Thus, I am driven back to my room and the PlayStation. There, I can escape to a
virtual world where these spaces that promote conversation between friends
exist.
We frequently choose video games that get repetitive after a while. It’s less about
50
the games themselves and more about our interactions.
The virtual world has made it so much easier for third spaces. People across the
world can regularly connect and have these frequent conversations. It’s also
much more convenient to consistently hop on a video game each night than it is
55
to walk to a crowded coffee shop.
The main downside is that virtual spaces are still restrictive in terms of location.
A key point of third spaces is that they’re separate from the home, which is
difficult to do with a console. However, so long as you have a designated area for
60
your gaming and feel transported enough, it doesn’t really matter.
Not everyone is interested in gaming. Not everyone is interested in experiencing
the nightlife of Uptown. The important thing is that you find your setting that
promotes this regular communication and make that your third place.
Source 1

1

Reading Comprehension:
  • Sitting at a campfire

  • Working out at a gym

  • What activity does the author compare their nightly PlayStation sessions to? (line 3-4)

  • Watching a movie

  • Reading a book

2

Implication:
  • Cultural engagement (line 35-37)

  • Resistance to social norms (line 41-42)

  • Communication with distant friends (line 24-25)

  • The author implies that playing video games with friends serves as a form of:

  • Artistic expression (line 49-50)

3

Overall Passage and Author Questions:
  • Criticize the overuse of technology among young people

  • Advocate for the recognition of virtual spaces as legitimate social venues

  • Compare various social gatherings across different cultures and times

  • The author's main purpose in the passage is to:

  • Argue against the social value of traditional family dinners

4

Relationships Between Parts of the Text:
  • Both are viewed as essential for maintaining relationships.

  • Each is portrayed as an individual preference rather than a group activity.

  • Each serves as a primary social engagement for the author.

  • Both are described as mandatory family activities.

  • Both are criticized for being outdated forms of interaction.

5

Interpretation of Imagery/Figurative Language:
  • The phrase "virtual world of my PlayStation" (line 3) serves to:

  • Illustrate the immersive experience provided by video games.

  • Compare the gaming environment to a physical location.

  • Highlight the isolation felt by the author.

  • Emphasize the technological complexity of modern gaming.

6

Purpose of Part of the Text:
  • The author discusses their background with family dinners to:

  • Provide a historical context for their gaming preference.

  • Illustrate the diversity of their social experiences.

  • Criticize the outdated customs of their family.

  • Underline the importance of tradition in their life.

7

Rhetorical Strategy:
  • Criticize the lack of physical social venues in Oxford.

  • Illustrate the evolution of social gathering places.

  • When discussing the term "third place," the author is using this concept to:

  • Advocate for the recognition of non-traditional social spaces.

  • Demonstrate their knowledge of sociological terms.

8

Implication:
  • The choice of game influences the level of social interaction.

  • The author's social circle is limited to gamers only.

  • Gaming is a versatile activity accommodating different interests.

  • The author prefers video games over traditional forms of entertainment.

  • Video games are central to the author's professional life.

9

Reading Comprehension:
  • Regret

  • Anticipation

  • Indifference

  • Nostalgia

  • Criticism

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