The term chat room, or chatroom (and sometimes group chat; abbreviated as GC), is primarily used to describe any form of synchronous conferencing, occasionally even asynchronous conferencing. The term can thus mean any technology, ranging from real-time online chat and online interaction with strangers (e.g., online forums) to fully immersive graphical social environments.
The primary use of a chat room is to share information via text with a group of other users. Generally speaking, the ability to converse with multiple people in the same conversation differentiates chat rooms from instant messaging programs, which are more typically designed for one-to-one communication. The users in a particular chat room are generally connected via a shared internet or other similar connection, and chat rooms exist catering for a wide range of subjects. New technology has enabled the use of file sharing and webcams.
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The first chat system was used by the U.S. government in 1971. It was developed by Murray Turoff, a young PhD graduate from Berkeley, [1] and its first use was during President Nixon's wage-price freeze under Project Delphi. The system was called EMISARI and would allow 10 regional offices to link together in a real-time online chat known as the party line. It was in use up until 1986. The first public online chat system was called Talkomatic, created by Doug Brown and David R. Woolley in 1973 on the PLATO System at the University of Illinois. It offered several channels, each of which could accommodate up to five people, with messages appearing on all users' screens character-by-character as they were typed. Talkomatic was very popular among PLATO users into the mid-1980s. In 2014 Brown and Woolley released a web-based version of Talkomatic.
The first [2] dedicated online chat service that was widely available to the public was the CompuServe CB Simulator in 1980, [3] created by CompuServe executive Alexander "Sandy" Trevor in Columbus, Ohio. Chat rooms gained mainstream popularity with AOL. [4]
Jarkko Oikarinen created Internet Relay Chat (IRC) in 1988. Many peer-to-peer clients have chat rooms, e.g. Ares Galaxy, eMule, Filetopia, Retroshare, Vuze, WASTE, WinMX, etc. Many popular social media platforms are now used as chat rooms, such as WhatsApp, Facebook, Twitter, Discord, Snapchat, Instagram, TikTok, and many more.
Visual chat rooms add graphics to the chat experience, in either 2D or 3D (employing virtual reality technology). These are characterized by using a graphic representation of the user, an avatar virtual elements such as games (in particular massively multiplayer online games) and educational material most often developed by individual site owners, who in general are simply more advanced users of the systems. The most popular environments, such as The Palace, also allow users to create or build their own spaces. Some of the most popular 3D chat experiences are IMVU and Second Life (though they extend far beyond just chat). Many such implementations generate profit by selling virtual goods to users at a high margin.
Some online chat rooms also incorporate audio and video communications, so that users may actually see and hear each other.
Games are also often played in chat rooms. These are typically implemented by an external process such as an IRC bot joining the room to conduct the game. Trivia question & answer games are most prevalent. A historic example is Hunt the Wumpus . [5] Chatroom-based implementations of the party game Mafia also exist.[ citation needed ] A similar, but more complex style of text-based gaming are MUDs, in which players interact within a textual, interactive fiction–like environment.
IRC is a text-based chat system for instant messaging. IRC is designed for group communication in discussion forums, called channels, but also allows one-on-one communication via private messages as well as chat and data transfer, including file sharing.
A multi-user dungeon, also known as a multi-user dimension or multi-user domain, is a multiplayer real-time virtual world, usually text-based or storyboarded. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. Players can read or view descriptions of rooms, objects, other players, and non-player characters, and perform actions in the virtual world that are typically also described. Players typically interact with each other and the world by typing commands that resemble a natural language, as well as using a character typically called an avatar.
Instant messaging (IM) technology is a type of synchronous computer-mediated communication involving the immediate (real-time) transmission of messages between two or more parties over the Internet or another computer network. Originally involving simple text message exchanges, modern IM applications and services tend to also feature the exchange of multimedia, emojis, file transfer, VoIP, and video chat capabilities.
CompuServe, Inc. was an American online service, the first major commercial one in the world. It opened in 1969 as a timesharing and remote access service marketed to corporations. After a successful 1979 venture selling otherwise under-utilized after-hours time to Radio Shack customers, the system was opened to the public, roughly the same time as The Source.
A talker is a chat system that people use to talk to each other over the Internet. Dating back to the 1980s, they were a predecessor of instant messaging. A talker is a communication system precursor to MMORPGs and other virtual worlds such as Second Life. Talkers are a form of online virtual worlds in which multiple users are connected at the same time to chat in real-time. People log in to the talkers remotely, and have a basic text interface with which to communicate with each other.
Online chat is any kind of communication over the Internet that offers a real-time transmission of text messages from sender to receiver. Chat messages are generally short in order to enable other participants to respond quickly. Thereby, a feeling similar to a spoken conversation is created, which distinguishes chatting from other text-based online communication forms such as Internet forums and email. Online chat may address point-to-point communications as well as multicast communications from one sender to many receivers and voice and video chat, or may be a feature of a web conferencing service.
A virtual community is a social work of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services.
WinMX is a freeware peer-to-peer file sharing program authored in 2000 by Kevin Hearn in Windsor, Ontario (Canada). According to one study, it was the number one source for online music in 2005 with an estimated 2.1 million users. Frontcode Technologies itself abandoned development of WinMX in September 2005, but developers brought the service back online within a few days by releasing patches. WinMX continues to be used by a community of enthusiasts.
GEnie was an online service created by a General Electric business, GEIS, that ran from 1985 through the end of 1999. In 1994, GEnie claimed around 350,000 users. Peak simultaneous usage was around 10,000 users. It was one of the pioneering services in the field, though eventually replaced by the World Wide Web and graphics-based services, most notably AOL.
Microsoft Comic Chat is a graphical IRC client created by Microsoft, first released with Internet Explorer 3.0 in 1996. Comic Chat was developed by Microsoft Researcher David Kurlander, with Microsoft Research's Virtual Worlds Group and later a group he managed in Microsoft's Internet Division.
Habitat is a massively multiplayer online role-playing game (MMORPG) developed by LucasArts. It is the first attempt at a large-scale commercial virtual community that was graphic based. Initially created in 1985 by Randy Farmer, Chip Morningstar, Aric Wilmunder and Janet Hunter, the game was made available as a beta test in 1986 by Quantum Link, an online service for the Commodore 64 computer and the corporate progenitor to AOL. Both Farmer and Morningstar were given a First Penguin Award at the 2001 Game Developers Choice Awards for their innovative work on Habitat. As a graphical MUD it is considered a forerunner of modern MMORPGs unlike other online communities of the time. Habitat had a GUI and large user base of consumer-oriented users, and those elements in particular have made Habitat a much-cited project and acknowledged benchmark for the design of today's online communities that incorporate accelerated 3D computer graphics and immersive elements into their environments.
CompuServe CB Simulator was the first dedicated online chat service that was widely available to the public. It was developed by a CompuServe executive, Alexander "Sandy" Trevor, and released by CompuServe on February 21, 1980, as the first public, commercial multi-user chat program.
MSN Chat was the Microsoft Network version of IRCX, which replaced Microsoft Chat, a set of Exchange-based IRCX servers first available in the Microsoft Comic Chat client, although Comic Chat was not required to connect.
Communication software is used to provide remote access to systems and exchange files and messages in text, audio and/or video formats between different computers or users. This includes terminal emulators, file transfer programs, chat and instant messaging programs, as well as similar functionality integrated within MUDs. The term is also applied to software operating a bulletin board system, but seldom to that operating a computer network or Stored Program Control exchange.
Online games are video games played over a computer network. The evolution of these games parallels the evolution of computers and computer networking, with new technologies improving the essential functionality needed for playing video games on a remote server. Many video games have an online component, allowing players to play against or cooperatively with players across a network around the world.
Open Cobalt is a free and open-source software platform for constructing, accessing, and sharing virtual worlds both on local area networks or across the Internet, with no need for centralized servers.
WebChat Broadcasting System, or WBS for short, is a virtual community created during the 1990s. Supported by online advertising, it was one of few services at the time to offer free integrated community services including chat rooms, message boards, and free personal web pages. Extremely popular during the mid to late 1990s in the era prior to the Dot-com bust, WBS was at that time the largest and best-known social media website on the internet. In 1998, WBS was acquired by the search engine Infoseek, which was in turn acquired by Disney/ABC. The original WebChat Broadcasting System closed on 15 September 1999 after its chat rooms were integrated into Disney's existing Go Network chat rooms. A revival of WBS was launched in 2009 and is virtually identical to the original community.
Internet genre refers to a type of genre explored in multimedia Studies. Others include film genre, video game genres and music genre. Genre, in terms of genre studies refers to the method based on similarities in the narrative elements from which media-texts are constructed.
Talkomatic was an online chat system that facilitated real-time text communication among a small group of people. Each participant in Talkomatic had their own section of the screen, broadcasting messages letter-by-letter as they were typed. This interaction was dissimilar from present-day chat systems and was based upon work done in 1973 at the University of Illinois on the PLATO system by Doug Brown and David R. Woolley. The youtuber "Yikes" tried to revive the website.
Gitter is an open-source instant messaging and chat room system for developers and users of GitLab and GitHub repositories. Gitter is provided as software-as-a-service, with a free option providing all basic features and the ability to create a single private chat room, and paid subscription options for individuals and organisations, which allows them to create arbitrary numbers of private chat rooms.