Research Case Study · Kennesaw State University · Summer 2020

Animal Crossing as a new third space during a pandemic

A four-week virtual ethnographic study of Animal Crossing: New Horizons conducted during the early COVID-19 pandemic, examining how players used the game as a substitute for displaced real-world social rituals such birthday parties, funerals, casual hangouts. Conducted with a team of four researchers; I led the interview work and synthesis of qualitative data across six participants drawn from differentiated community segments.

Role
Lead Interviewer
Research Synthesis
Timeline
June–July 2020
4 weeks
Team
4 researchers
Methods
Virtual ethnography
Contextual inquiry
01 / Context & Method

Studying a community

In early 2020, as the World Health Organization declared a global pandemic and governments raced to enforce lockdowns, millions of people were abruptly cut off from their routines, their workplaces, and their social circles. The void was immediate, and many turned to the familiar spaces of digital play - not simply for distraction, but for structure, presence, and a substitute for the social fabric unraveling in the physical world. What emerged was a compressed, real-time stress test of which games could actually carry that weight.

Three titles from that period make the pattern starkly visible. Granblue Fantasy Versus, a highly anticipated fighting game that had generated significant excitement within the FGC, released shortly before the lockdowns took hold. But without the critical online infrastructure necessary to sustain a competitive community—and with arcades and local gatherings evaporating overnight—its player base hemorrhaged almost immediately, its early momentum destroyed by a poor online experience that made meaningful play across distances impossible.

Meanwhile, Final Fantasy XIV, a game already built around long-form cooperative social play, saw demand surge so violently that Square Enix was forced to suspend new player registrations, its servers buckling under an influx of users suddenly flush with free time and searching for enduring connection.

Then there was Animal Crossing: New Horizons (ACNH), which released on March 20, 2020, two weeks before widespread lockdowns began in the United States, and sold over 13 million copies in its first six weeks. It became, almost overnight, a shared cultural campfire of island visits, turnip exchanges, and birthday parties held virtually in a world almost custom-built for the historical moment.

One player base evaporate while two exploded, and lay not solely in genre, but whether a game’s social architecture was ready to host life when life could no longer happen elsewhere.

Soft, collaborative multiplayer titles typically build community over years. The pandemic, however, compressed that timeline into months, and in doing so, turned Animal Crossing into a living experiment in what this report explores as a digital third space.

Our methodology drew from Sam Ladner's applied ethnography framework: recruitment, fieldwork, analysis, and reporting. Because in-person research wasn't possible during lockdown, we conducted a virtual ethnography across four community spaces: the largest official ACNH Discord, a small grassroots Discord originating on Tumblr, a Discord centered on the game's "black market" sub-community, and the Animal Crossing subreddit. Data collection combined immersive observation with semi-structured interviews of six participants representing distinct community segments.

My role focused on interview work and qualitative synthesis. I conducted the majority of participant interviews and led the analysis pass that turned observations and quotes into the patterns described below.

02 / Key Findings

A digital third space

The pattern that emerged most clearly across observation and interviews wasn't unique to Animal Crossing. It's the natural shape of any game occupying the intersection of soft, collaborative, low-pressure multiplayer. These games tend to become third spaces: places that aren't home and aren't work, where casual social life congregates, and what made ACNH worth studying wasn't that it produced this pattern. It was that the pandemic accelerated the pattern so dramatically that the community-formation process normally taking years compressed into weeks.

Headline Finding · Community as Infrastructure

Players consistently described the game as a positive presence in their lives, but when asked to articulate why, the answer was almost never about gameplay. It was about the people they played with, the Discord servers they participated in, the trades and conversations and shared events. The game was simply means to an end with just enough internal scaffolding to facilitate large-scale community engagement.

"The game felt neutral to me, but the community made it more valuable." Noah, hacking community moderator

Supporting findings

02

Social Ritual Displacement

Real-world social rituals migrated into the game. Players hosted birthday parties, graduation ceremonies, and even funerals in-game when in-person gatherings weren't possible. One of our team members held her own birthday on the game in April 2020.

03

Sub-Community Formation

Players who used "unrestricted" play styles (time-traveling, hacked items, "black market" trading) formed their own Discord servers in response to feeling stigmatized by mainstream ACNH communities. The same design openness that fostered the main community also produced its splinters.

03 / Design Implications

What does this mean for designing social products?

The original report was an academic deliverable, not a design brief. However, the findings carry direct implications for anyone designing social or community-focused products. Looking back at this research five years later, three threads feel especially relevant:

Crisis-moment social products provide substitutes for displaced rituals. Animal Crossing didn't succeed during the pandemic because it was "a relaxing escape." It succeeded because it became infrastructure for the social rituals people couldn't perform elsewhere. Designing for stress moments means designing for what's been displaced, not what's still working. While not mentioned in this report, similar behaviors can be be observed in MMO spaces where players bound to their homes due to medical reasons may find their place as replacement social tools.

Community gatekeeping is a feature, not a failure. The mainstream ACNH community's implicit rules around what counts as "real" play defined the parameters of community engagement. The splinter communities that formed in response were a sign of the system working: people sorted themselves into spaces aligned with their values. Designers building social products often try to flatten this dynamic and end up with communities that, in trying to design for everyone, ultimate create spaces for no one.

Self-expression tools matter more than developers usually realize. The customization features that let players express identity, avatar choice, island design, outfit creation were beyond decorative. For some participants, they were the actual reason for playing (This was the first game in the game's nearly 20 year run to offer varying skin tones and hair textures. This research suggests robust and inclusive customization options should be treated as load-bearing for identity infrastructure.

04 / Reflection

What this work taught me

This was my first project where the research was the deliverable as opposed to be the means to produce product on the other end. Working without a design endpoint forced me to focus on what makes qualitative research actually useful and track patterns that emerge when you sit with the data long enough to see what people are actually telling you.

The synthesis work has since become the part of UX practice I'm most comfortable with: inheriting research, working through it carefully, and pulling out the patterns that matter.

Read the full research report.

22 pages · PDF · co-authored with Anna Goode, Brianna McBride, and Mia Wimbish
Open report