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{{merge to|Online chat|discuss=Talk:Online chat#Merge proposal|date=September 2025}}
{{Short description|Any form of synchronous conferencing}}
{{Short description|Any form of synchronous conferencing}}
{{Other uses|Chat room (disambiguation)}}
{{Other uses|Chat room (disambiguation)}}
{{redirect|Group chat|the Nickelodeon talk show|Group Chat (talk show)}}
{{redirect|Group chat|the Nickelodeon talk show|Group Chat (talk show)}}
[[File:Screenshot of Briar 04 private group.png|thumb|Screenshot of a group chat in the [[Briar (software)|Briar]] communication client]]
[[File:Screenshot of Briar 04 private group.png|thumb|Screenshot of a group chat in the [[Briar (software)|Briar]] communication client]]
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., [[Internet forum|online forums]]) to fully immersive [[virtual world|graphical social environments]].
A '''chat room''', '''chatroom''', or '''group chat''' ('''GC'''), is an online technology of [[synchronous conferencing]], and occasionally even [[asynchronous conferencing]]. Chat rooms comprise technology ranging from real-time [[online chat]] and online interaction with strangers (e.g., [[Internet forum|online forums]]) to fully immersive [[virtual world|graphical social environments]]. The ability to converse with multiple people in the same conversation differentiates chat rooms from [[instant messaging]] programs.


The primary use of a chat room is to share information via text with a group of other users. Generally  
The first chat system was developed by [[Murray Turoff]] and for its first by the US government in 1971. [[Talkomatic]], the first public online chat system, was created in 1973 on the [[PLATO System]]. Chat rooms gained mainstream popularity with [[AOL]], and many peer-to-peer clients were created to host chat rooms. Further innovations include visual chat rooms, which add graphics to the chat experience.
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.
 
== Description ==
{{Unreferenced section|date=November 2025}}
The terms ''chat room'', or ''chatroom'' (and sometimes ''group chat''; abbreviated as ''GC''), are primarily used to describe any form of [[synchronous conferencing]], occasionally even [[asynchronous conferencing]]. The term can thus span technology ranging from real-time [[online chat]] and online interaction with strangers (e.g., [[Internet forum|online forums]]) to fully immersive [[virtual world|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.


== History ==
== History ==
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{{Mcn|date=March 2022}}
{{Mcn|date=March 2022}}
[[File:Colloquy.png|thumb|upright=1.3|A conversation on IRC]]
[[File:Colloquy.png|thumb|upright=1.3|A conversation on IRC]]
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,<ref>{{cite web |last1=Subramanian |first1=Ramesh |title=CSDL {{!}} IEEE Computer Society |url=https://www.computer.org/csdl/magazine/an/2012/01/man2012010092/13rRUwhpBHR |website=www.computer.org}}</ref> 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 chat system was used by the U.S. government in 1971. It was developed by [[Murray Turoff]], a young PhD graduate from [[University of California, Berkeley|Berkeley]],<ref>{{cite web |last1=Subramanian |first1=Ramesh |title=CSDL {{!}} IEEE Computer Society |url=https://www.computer.org/csdl/magazine/an/2012/01/man2012010092/13rRUwhpBHR |website=www.computer.org}}</ref> 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<ref>"CompuServe Innovator Resigns After 25 Years", ''[[The Columbus Dispatch]]'', 11 May 1996, p. 2F</ref> dedicated online chat service that was widely available to the public was the CompuServe [[CB Simulator]] in 1980,<ref>"Wired and Inspired", ''The Columbus Dispatch'' (Business page), by Mike Pramik, 12 November 2000</ref> created by [[CompuServe]] executive Alexander "Sandy" Trevor in [[Columbus, Ohio]]. Chat rooms gained mainstream popularity with [[AOL]].<ref>{{Cite web|url=https://www.tribtoday.com/news/local-news/2020/04/this-week-in-history-man-caught-on-tracks-is-killed/|title=This Week in History: Man caught on tracks is killed}}</ref>
The first<ref>{{cite news|title=CompuServe Innovator Resigns After 25 Years |work=[[The Columbus Dispatch]] |date=11 May 1996 |page=2F}}</ref> dedicated online chat service that was widely available to the public was the CompuServe [[CB Simulator]] in 1980,<ref>"Wired and Inspired", ''The Columbus Dispatch'' (Business page), by Mike Pramik, 12 November 2000</ref> created by [[CompuServe]] executive Alexander "Sandy" Trevor in [[Columbus, Ohio]]. Chat rooms gained mainstream popularity with [[AOL]].{{When|date=November 2025}}<ref>{{Cite web|url=https://www.tribtoday.com/news/local-news/2020/04/this-week-in-history-man-caught-on-tracks-is-killed/|title=This Week in History: Man caught on tracks is killed}}</ref>{{Better source needed|reason=The current source is insufficiently reliable ([[WP:NOTRS]]).|date=November 2025}}


[[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.
[[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.


== Graphical multi-user environments ==
== Graphical multi-user environments ==
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 (computing)|avatar]] virtual elements such as games (in particular [[massively multiplayer online game]]s) 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 (computer program)|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.
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 (computing)|avatar]] virtual elements such as games (in particular [[massively multiplayer online game]]s) 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 (computer program)|The Palace]], also allow users to create/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 chat|video communications]], so that users may actually see and hear each other.
Some online chat rooms also incorporate audio and [[video chat|video communications]], so that users may actually see and hear each other.


=== Games ===
=== Games ===
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]]''.<ref>{{cite web | url=https://groups.google.com/forum/#!topic/alt.irc/DaOSPwtIDPY | title=INTERESTING IDEA ! | publisher=alt.irc | date=28 July 1991 | access-date=6 March 2015}}</ref> Chatroom-based implementations of the party game ''[[Mafia (party game)|Mafia]]'' also exist.{{citation needed|date=February 2015}} A similar, but more complex style of text-based gaming are [[Multi-user dungeon|MUD]]s, in which players interact within a textual, [[interactive fiction]]–like environment.
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]]''.<ref>{{cite web |date=28 July 1991 |title=Interesting Idea ! |url=https://groups.google.com/forum/#!topic/alt.irc/DaOSPwtIDPY |access-date=6 March 2015 |publisher=alt.irc}}</ref> Chatroom-based implementations of the party game ''[[Mafia (party game)|Mafia]]'' also exist.{{citation needed|date=February 2015}} A similar, but more complex style of text-based gaming are [[Multi-user dungeon|MUD]]s, in which players interact within a textual, [[interactive fiction]]–like environment.


==See also==
==See also==

Latest revision as of 18:53, 17 November 2025

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File:Screenshot of Briar 04 private group.png
Screenshot of a group chat in the Briar communication client

A chat room, chatroom, or group chat (GC), is an online technology of synchronous conferencing, and occasionally even asynchronous conferencing. Chat rooms comprise technology ranging from real-time online chat and online interaction with strangers (e.g., online forums) to fully immersive graphical social environments. The ability to converse with multiple people in the same conversation differentiates chat rooms from instant messaging programs.

The first chat system was developed by Murray Turoff and for its first by the US government in 1971. Talkomatic, the first public online chat system, was created in 1973 on the PLATO System. Chat rooms gained mainstream popularity with AOL, and many peer-to-peer clients were created to host chat rooms. Further innovations include visual chat rooms, which add graphics to the chat experience.

Description

Script error: No such module "Unsubst". The terms chat room, or chatroom (and sometimes group chat; abbreviated as GC), are primarily used to describe any form of synchronous conferencing, occasionally even asynchronous conferencing. The term can thus span 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.

History

Template:Mcn

File:Colloquy.png
A conversation on IRC

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.Template:When[4]Template:Better source needed

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.

Graphical multi-user environments

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/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

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.Script error: No such module "Unsubst". A similar, but more complex style of text-based gaming are MUDs, in which players interact within a textual, interactive fiction–like environment.

See also

References

Template:Reflist

External links

Template:Sister project

  • Template:Usurped (2006)—E-book exploring the psychological aspects of online environments by Dr. John Suler, Rider University
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Template:BBS Template:Authority control

  1. Script error: No such module "citation/CS1".
  2. Script error: No such module "citation/CS1".
  3. "Wired and Inspired", The Columbus Dispatch (Business page), by Mike Pramik, 12 November 2000
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  5. Script error: No such module "citation/CS1".