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.

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 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 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 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 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.”

The third place is typically a calm area for conversation and regulars. Common spaces for this category include coffee shops, bookstores and community centers.

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 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.

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 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 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 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.

Question 1

Multiple choice

Reading Comprehension:

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

  • Working out at a gym

  • Reading a book

  • Sitting at a campfire

  • Watching a movie

Question 2

Multiple choice

Implication:

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

  • Escapism from daily responsibilities (line 12)

  • Resistance to social norms (line 41-42)

  • Communication with distant friends (line 24-25)

  • Cultural engagement (line 35-37)

Question 3

Multiple choice

Overall Passage and Author Questions:

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

  • Criticize the overuse of technology among young people

  • Compare various social gatherings across different cultures and times

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

  • Argue against the social value of traditional family dinners

Question 4

Multiple choice

Relationships Between Parts of the Text:

  • How does the author's experience with the PlayStation (lines 3-4) relate to their family's dinner tradition (lines 17-20)?

  • Both are described as mandatory family activities.

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

  • Both are criticized for being outdated forms of interaction.

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

Question 5

Multiple choice

Interpretation of Imagery/Figurative Language:

  • The phrase "virtual world of my PlayStation" (line 3) serves to:

  • Emphasize the technological complexity of modern gaming.

  • Illustrate the immersive experience provided by video games.

  • Suggest a futuristic setting that is disconnected from reality.

  • Compare the gaming environment to a physical location.

Question 6

Multiple choice

Purpose of Part of the Text:

  • The author discusses their background with family dinners to:

  • Show the contrast between past and present social habits.

  • Underline the importance of tradition in their life.

  • Criticize the outdated customs of their family.

  • Provide a historical context for their gaming preference.

Question 7

Multiple choice

Rhetorical Strategy:

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

  • Argue for the necessity of a balanced lifestyle.

  • Illustrate the evolution of social gathering places.

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

  • Criticize the lack of physical social venues in Oxford.

Question 8

Multiple choice

Style and Effect:

  • The author's casual and conversational tone primarily serves to:

  • Forge a connection with a similarly aged audience.

  • Undermine the seriousness of their argument.

  • Illustrate their detachment from traditional social settings.

  • Emphasize the everyday nature of their experiences.

Question 9

Multiple choice

Reading Comprehension:

  • What is the author's attitude toward their nightly gaming sessions? (line 14-15)

  • Indifference

  • Criticism

  • Nostalgia

  • Anticipation

Question 10

Multiple choice

Implication:

  • The mention of various games like Fortnite and Minecraft (line 9) implies that:

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

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

  • Gaming is a versatile activity accommodating different interests.

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

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