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A classic example of instant messaging on a desktop computer: the left window of this software showing a list of contacts ("buddy list") and the right window an active IM conversation An example of instant messaging on mobile, featuring the exchange of pictures and audio on top of text
Computer-mediated communication (CMC) is defined as any human communication that occurs through the use of two or more electronic devices. [1] While the term has traditionally referred to those communications that occur via computer-mediated formats (e.g., instant messaging, email, chat rooms, online forums, social network services), it has also been applied to other forms of text-based ...
In on-line interactions personal information can be disclosed immediately and without the risk of excessive intimacy. For example, Facebook users post extensive personal information, pictures, information on hobbies, and messages. This may be due to the heightened level of perceived control within the context of the online communication medium ...
A super-app, also known as an everything-app, is a mobile or web application that can provide multiple services including payment and instant messaging services, effectively becoming an all-encompassing self-contained commerce and communication online platform that embraces many aspects of personal and commercial life. Notable examples of super ...
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The PLATO system was launched in 1960 at the University of Illinois and subsequently commercially marketed by Control Data Corporation.It offered early forms of social media features with innovations such as Notes, PLATO's message-forum application; TERM-talk, its instant-messaging feature; Talkomatic, perhaps the first online chat room; News Report, a crowdsourced online newspaper, and blog ...
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 ...
For example, a study by Kahai, Carroll, and Jestice (2007) showed that participants' familiarity with instant messaging led them to perceive the medium as richer than the virtual world known as Second Life. Participants' lack of experience with the objectively richer virtual world may have affected their perception when compared to the more ...
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