Finding Belonging in Competitive Play: How a Japanese <i>Splatoon</i> Discord Community Functions as a Third Place

This article explores how competitive gaming communities on Discord function as third places in Japan. Using ethnographic methods, including participant observation and interviews, we examine the social dynamics of “Medimura” (pseudonym), a Discord community centered around skilled Splatoon 3 players. We found that players negotiate competitive pressures and ambiguous communication styles through playful activities that foster meaningful social connections. Doing so, we show that while users initially join such Discord communities to enhance their gameplay, over time, these spaces evolve into third places, offering vital opportunities for social interaction and emotional support in contemporary Japan. This provides insights into how digital games and social media help transform third places in the digital age.

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Publication Details

Journal
Social Media + Society
Published
2025-10-01
DOI
https://doi.org/10.1177/20563051251399015
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Finding Belonging in Competitive Play: How a Japanese Splatoon Discord Community Functions as a Third Place

Mattias van Ommen, Ginga Yahanashi
Social Media + Society
Digital Games and Media
article

Finding Belonging in Competitive Play: How a Japanese Splatoon Discord Community Functions as a Third Place

Mattias van Ommen, Ginga Yahanashi
article en

Abstract

This article explores how competitive gaming communities on Discord function as third places in Japan. Using ethnographic methods, including participant observation and interviews, we examine the social dynamics of “Medimura” (pseudonym), a Discord community centered around skilled Splatoon 3 players. We found that players negotiate competitive pressures and ambiguous communication styles through playful activities that foster meaningful social connections. Doing so, we show that while users initially join such Discord communities to enhance their gameplay, over time, these spaces evolve into third places, offering vital opportunities for social interaction and emotional support in contemporary Japan. This provides insights into how digital games and social media help transform third places in the digital age.

Social Media + SocietyVol. 11(4)
Doshisha University (JP)
Openalex Percentile: Top 53%
Digital Games and Media
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