2.1. The x- or “Place-Axis”
The x- or “Place-Axis” involves the idea that every “community”, even a digital one, is filled by people and the content that is being created within the community. This is because even though we as people move and interact within a virtual space, we continue to be influenced by our “real environment”. Similarly, we cannot view content created in the virtual world isolated from its meaning and interpretation in the “real world”.
If a person joins a digital community, this person also brings their real world into it and changes and expands the already existing digital community through their personal experiences, expectations and imprints, as well as their past experiences from participating within digital communities. Additionally, this person also adds their culture, language, political attitude, religion, socialization and “real life”, as well as their “digital social network”, to the digital community.
Furthermore, the direct and indirect influence of the “real place” where a person is that joins or acts within a digital community must also be considered as well. This includes the ‘meaning’ of the place where this person is, for example, whether this person is at home, the so-called First Place, or at the office, the Second Place, or at a place that could be considered to be the Third Place.
As in Morrison’s concept, we also have a merging of “Places” within digital communities that emerge within the “4th Space”. However, it goes much further, because it not only merges the physical “Place” of the individuals independently from the fact of where they are at the particular moment, but it includes also all other aforementioned factors (e.g., culture, language, religion, politics). The diversity of a digital community that manifests itself in the “4th Space” can, accordingly, be much greater than if it existed only in the real world.
Interestingly, a person that acts within the “4th Space” can, in the real world, be at a place that is neither covered by Oldenburg’s nor by Morrison’s concept. For example, I could be at this moment all by myself in a forest in the middle of the night, so there is no “community” where I am. However, the moment I join or act within the “4th Space”, the location where I am becomes part of this “4th Space”, because the fact that I am alone in a forest in the middle of the night influences how I interact with others within the community; I might even show them where I am through photos, videos or vivid descriptions of the location. This means that simply by entering the “4th Space”, I can add the location where I am, its meaning and features to the digital community that I am part of. By acting in this way, every real-world place can become part of the “4th Space”.
2.2. The y- or “Medium-Axis”
The y- or “Medium-Axis” acknowledges the fact that digital communities also need certain resources to exist. Just as real communities emerge in certain places and, thus, require or make use of a certain infrastructure, be it a pub, a coworking space or a sports field, the digital community also requires a corresponding infrastructure in order to take shape. This involves both the hardware and the software used by the digital community, which determines and influences it.
At the hardware level, simply put, it is about the physical means by which the person becomes part of the community. This can be a classic desktop or a laptop, as well as a smartphone or even a smartwatch. On the software level, there is the question of the platform, its design, functionality, etc. The whole thing is far more complex than it appears at first glance, especially if you combine the two levels. Indeed, the “community experience” in the “4th Space” is decisively shaped by how I become a part of it and the opportunities everyone has to interact with the other members and the content of the community.
However, this also means that the “community experience” can be very different within the “4th Space”. A community that manifests itself in the real world, e.g., in the context of a meet-up in a bar, basically has the same physical “community experience” (although the individual interpretation of the “experience” might differ, the basis of the experience is the same). With regard to the “medium axis”, this means that every person that is present during such a community meeting is, more or less, at the same point on the “medium axis”.
This is, however, not the case with digital communities because this would mean that every member of a digital community uses absolutely the same hardware and software to join and act within a community. Rather, it can be assumed that the diversity of the “media” used is very high and even increases with the size of the digital community and the duration of its existence. The last point in particular, the duration of existence, should not be underestimated. The introduction of new technologies, whether as hardware or software, also changed the community experience, which, in turn, changes the entire community as well. While we all know how the ‘usual suspects’ such as Facebook, Twitter, Instagram, etc., have changed over the years due to the introduction of additional features and new designs (or lost their importance due to not being able to adapt, such as Myspace), an even more interesting example is World of Warcraft.
World of Warcraft, a massive multiplayer online role-playing game with, at times, over 12 million players worldwide [
4], each of them willing to pay a monthly fee to be an active part of the game’s community, was released 17 years ago in 2004. Its digital community even met in the real world with unofficial get-togethers of players and, later, with an official yearly conference organized by the game’s developer and publisher, attracting several thousand participants from all over the world and even more online (as a side note: this means that World of Warcraft, as a community within the “4th Space”, is also an example how a ‘successful’ digital community can sooner or later influence and materialize within the real world, but I will come to that again later).
In its 17 years of existence, it has changed drastically due to the introduction of new content and new designs, as well as changes of some of the core mechanics. Some of the features introduced were not possible in 2004 due to the technical limitations. At the start of the game in 2004, every player had to choose a server he/she was playing on, and it was not possible to interact with players on another server. Technical advancement, however, made it possible that servers were connected to one another and that players were no longer limited to the server they started with. However, these changes also ‘split’ the community in two, as not every player accepted them. They argued that these ‘improvements’ also change how the community of the game interacts with each other (e.g., they argued that the fact that every player could play with every other player diminished the identification of a player with his/her “home server”); hence, they change the ‘community experience’. This even led to ‘unofficial servers’ running the original 2004 version, some of them attracting several thousand players, and a campaign pressuring the game’s developer to undo the changes [
5]. While the develop never reversed the changes within the official game, in 2019 they, in a way, restarted the game with the 2004 version, called “World of Warcraft Classic”, to reattract the players they lost over the years. This means that there are now two version running: one with all the new features and technical improvements and one without (at least most of them).
2.3. The z- or “Time-Axis
Now, let me address to the final axis. The z- or “Time-Axis” is, interestingly, also the one in the concepts mentioned at the beginning that has not been included. However, every community, digital or not, has its “emerging moment”. From that moment on, the community exists, and it expands along the “Time-Axis”. It will continue if the community is active, which means that people interact with each other, and the content of the community, or new content, is being created to interact with. In combination with the “Place-” and the “Medium-Axis”, the “Time-Axis” represents how the “4th Space” not only expands over time, but also makes the changes and interactions, e.g., through the introduction of new technologies or new members joining a digital community, within the “4th Space” ‘visible’ over time.
Nevertheless, it is important to note that the “time axis” does not solely represent “Time” itself, but also the different interpretations of time and how a person who enters the “4th Space” experience it differently, e.g., due to different locations or cultural as well as personal differences between the members of a digital community. The most obvious example concerns the different time zones that members of a digital community belong to. While for some members of a digital community, their interaction with other members and the content of the community could happen in the morning, for others, this happens in the afternoon or late at night. Additionally, the definition of morning, afternoon or late at night is a cultural one and depends on each individual’s experience or definition of time as well [
6]. For some, morning starts at 8 o’clock and ends at 10 o’clock; for others, it starts earlier or simply when they wake up. This means that the time-related community experience is a very individual one, because it depends not only on each individual’s local time, but also how time is experienced as well. On the other hand, this also means that the “4th Space” not only expands along the “Time-Axis”, but also into each and every member’s individual experience of time and local time as well.