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These are characterized by using a graphic representation of the user, an avatar (virtualing 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.Talkomatic was very popular among PLATO users into the mid-1980s.
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.
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 term chat room, or chatroom, 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.