Instant messaging


Instant messaging technology is a type of synchronous computer-mediated communication involving the immediate transmission of messages between two or more parties over the Internet or another computer network. Originally involving simple text message exchanges, modern instant messaging applications and services tend to also feature the exchange of multimedia, emojis, file transfer, VoIP, and video chat capabilities.
Instant messaging systems facilitate connections between specified known users or in chat rooms, and can be standalone apps or integrated into a wider social media platform, or in a website where it can, for instance, be used for conversational commerce. Originally the term "instant messaging" was distinguished from "text messaging" by being run on a computer network instead of a cellular/mobile network, being able to write longer messages, real-time communication, presence, and being free.
Instant messaging was pioneered in the early Internet era; the IRC protocol was the earliest to achieve wide adoption. Later in the 1990s, ICQ was among the first closed and commercialized instant messengers, and several rival services appeared afterwards as it became a popular use of the Internet. Beginning with its first introduction in 2005, BlackBerry Messenger became the first popular example of mobile-based IM, combining features of traditional IM and mobile SMS. Instant messaging remains very popular today; IM apps are the most widely used smartphone apps: in 2018 for instance there were 980 million monthly active users of WeChat and 1.3 billion monthly users of WhatsApp, the largest IM network.

Overview

Instant messaging, sometimes also called "messaging" or "texting", consists of computer-based human communication between two users or more in real-time, allowing immediate receipt of acknowledgment or reply. This is in direct contrast to email, where conversations are not in real-time, and the perceived quasi-synchrony of the communications by the users.
Earlier IM networks were limited to text-based communication, not dissimilar to mobile text messaging. As technology has moved forward, IM has expanded to include voice calling using a microphone, videotelephony using webcams, file transfer, location sharing, image and video transfer, voice notes, and other features.
IM is conducted over the Internet or other types of networks. Depending on the IM protocol, the technical architecture can be peer-to-peer or client–server. Primary IM services are controlled by their corresponding companies and usually follow the client-server model.
At one point, the term "Instant Messenger" was a service mark of AOL Time Warner and could not be used in software not affiliated with AOL in the United States. For this reason, in April 2007, the instant messaging client formerly named Gaim announced that they would be renamed "Pidgin".

Clients

Modern IM services generally provide their own client, either a separately installed application or a browser-based client. They are normally centralised networks run by the servers of the platform's operators, unlike peer-to-peer protocols like XMPP. These usually only work within the same IM network, although some allow limited function with other services. Third-party client software applications exist that will connect with most of the major IM services. There is the class of instant messengers that uses the serverless model, which doesn't require servers, and the IM network consists only of clients. There are several serverless messengers: RetroShare, Tox, Bitmessage, Ricochet, Ring. See also: LAN messenger.
Some examples of popular IM services today include Signal, Telegram, WhatsApp Messenger, WeChat, QQ Messenger, Viber, Line, and Snapchat. The popularity of certain apps greatly differ between different countries. Certain apps have an emphasis on certain uses - for example, Skype focuses on video calling, Slack focuses on messaging and file sharing for work teams, and Snapchat focuses on image messages. Some social networking services offer messaging services as a component of their overall platform, such as Facebook's Facebook Messenger, who also own WhatsApp. Others have a direct IM function as an additional adjunct component of their social networking platforms, like Instagram, Reddit, Tumblr, TikTok, Clubhouse and Twitter; this also includes for example dating websites, such as OkCupid or Plenty of Fish, and online gaming chat platforms.

Features

Private and group messaging

Private chat allows users to converse privately with another person or a group. Privacy can also be enhanced in several ways, such as end-to-end encryption by default. Public and group chat features allow users to communicate with multiple people simultaneously.

Calling

Many major IM services and applications offer a call feature for user-to-user voice calls, conference calls, and voice messages. The call functionality is useful for professionals who utilize the application for work purposes and as a hands-free method. Videotelephony using a webcam is also possible by some.

Games and entertainment

Some IM applications include in-app games for entertainment. Yahoo! Messenger, for example, introduced these where users could play a game and viewed by friends in real-time. MSN Messenger featured a number of playable games within the interface. Facebook's Messenger has had a built-in option to play games with people in a chat, including games like Tetris and Blackjack. Discord features multiple games built inside the "activities" tab in voice channels.

Payments

A relatively new feature to instant messaging, peer-to-peer payments are available for financial tasks on top of communication. The lack of a service fee also makes these advantageous to financial applications. IM services such as Facebook Messenger and the WeChat 'super-app' for example offer a payment feature.

History

Early systems

Though the term dates from the 1990s, instant messaging predates the Internet, first appearing on multi-user operating systems like Compatible Time-Sharing System and Multiplexed Information and Computing Service in the mid-1960s. Initially, some of these systems were used as notification systems for services like printing, but quickly were used to facilitate communication with other users logged into the same machine. CTSS facilitated communication via text message for up to 30 people.
Parallel to instant messaging were early online chat facilities, the earliest of which was Talkomatic on the PLATO system, which allowed 5 people to chat simultaneously on a 512 x 512 plasma display. During the bulletin board system phenomenon that peaked during the 1980s, some systems incorporated chat features which were similar to instant messaging; Freelancin' Roundtable was one prime example. The first such general-availability commercial online chat service was the CompuServe CB Simulator in 1980, created by CompuServe executive Alexander "Sandy" Trevor in Columbus, Ohio.
As networks developed, the protocols spread with the networks. Some of these used a peer-to-peer protocol, while others required peers to connect to a server. The Zephyr Notification Service was invented at MIT's Project Athena in the 1980s to allow service providers to locate and send messages to users.
File:Unix talk screenshot 01.png|thumb|Command-line Unix "talk", using a split screen user interface, was popular in the 1980s and early 1990s.
Early instant messaging programs were primarily real-time text, where characters appeared as they were typed. This includes the Unix "talk" command line program, which was popular in the 1980s and early 1990s. Some BBS chat programs also used a similar interface. Modern implementations of real-time text also exist in instant messengers, such as AOL's Real-Time IM as an optional feature.
In the latter half of the 1980s and into the early 1990s, the Quantum Link online service for Commodore 64 computers offered user-to-user messages between concurrently connected customers, which they called "On-Line Messages", and later "FlashMail." Quantum Link later became America Online and made AOL Instant Messenger. While the Quantum Link client software ran on a Commodore 64, using only the Commodore's PETSCII text-graphics, the screen was visually divided into sections and OLMs would appear as a yellow bar saying "Message From:" and the name of the sender along with the message across the top of whatever the user was already doing, and presented a list of options for responding. As such, it could be considered a type of graphical user interface, albeit much more primitive than the later Unix, Windows and Macintosh based GUI IM software. OLMs were what Q-Link called "Plus Services" meaning they charged an extra per-minute fee on top of the monthly Q-Link access costs.
Development of the Internet Relay Chat protocol began in 1989, and this would become the Internet's first widespread instant messaging standard.

Graphical messengers

Modern, Internet-wide, GUI-based messaging clients as they are known today, began to take off in the mid-1990s with PowWow, ICQ, and AOL Instant Messenger. Similar functionality was offered by CU-SeeMe in 1992; though primarily an audio/video chat link, users could also send textual messages to each other. AOL later acquired Mirabilis, the authors of ICQ; establishing dominance in the instant messaging market. A few years later ICQ was awarded two patents for instant messaging by the U.S. patent office. Meanwhile, other companies developed their own software;, each with its own proprietary protocol and client; users therefore had to run multiple client applications if they wished to use more than one of these networks. However, the open protocol IRC continued to be popular by the millennium, and its most popular graphical app was mIRC.
While instant messaging was mainly in use for consumer recreational purposes, in 1998, IBM launched their Lotus Sametime instant messenger software, the first popular example of enterprise-grade instant messaging. In 2000, an open-source application and open standards-based protocol called Extensible Messaging and Presence Protocol was launched, initially branded as Jabber. XMPP servers could act as gateways to other IM protocols, reducing the need to run multiple clients.
Video calling using a webcam also started taking off during this time. Microsoft's NetMeeting, which was focused on business "web conferencing", was one of the earliest; the company then launched Windows Messenger, coming preloaded on Windows XP, featuring video capabilities. Yahoo! Messenger added video capabilities in 2001; by 2005, such features were built-in also in AIM, MSN Messenger, and Skype.
There were a reported 100 million users of instant messaging in 2001. As of 2003, AIM was the globally most popular instant messenger with 195 million users and exchanges of 1.6 billion messages daily. By 2006, AIM controlled 52 percent of the instant messaging market, but rapidly declined shortly thereafter as the company struggled to compete with other services.