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Line (software)
Line (software)
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Line
Developers
Initial releaseJune 23, 2011 (2011-06-23)
Stable release(s)
Android15.2.1[1] Edit this on Wikidata / 25 February 2025; 11 months ago (25 February 2025)[2]
iOS15.2.2[3] Edit this on Wikidata / 28 February 2025; 11 months ago (28 February 2025)[4]
Windows9.5.0.3497[5] Edit this on Wikidata / 23 December 2024; 13 months ago (23 December 2024)[6]
macOS9.6.1[7] Edit this on Wikidata / 14 February 2025; 12 months ago (14 February 2025)[8]
Chrome3.7.0[9] Edit this on Wikidata / 15 May 2025; 9 months ago (15 May 2025)[10]
Operating system
Operating system
PlatformSmartphone, PC, iPad, Smartwatch
Size
Size
Available in17 languages[4]
List of languages
English, Japanese, Korean, Simplified Chinese, Traditional Chinese, Thai, Vietnamese, French, German, Italian, Spanish, Portuguese, Russian, Indonesian, Malay, Arabic, Turkish
TypeInstant messaging, Social networking service
LicenseProprietary software
Websiteline.me/en/
Repositorygithub.com/line

Line is a Japanese freeware app and service for instant messaging and social networking, operated by the Japanese company LY Corporation, co-owned by SoftBank Group and Naver. Line was launched in Japan in June 2011 by NHN Japan, a subsidiary of Naver.[11]

Initially designed for text messaging and VoIP voice and video calling, it has gradually expanded to become a super-app providing services including a digital wallet (Line Pay), news stream (Line Today), video on demand (Line TV) and digital comic distribution (Line Manga and Line Webtoon).[12]

Line became Japan's largest social network in 2013[13] and is used by over 70% of the population as of 2023;[14] it is also popular mainly in Indonesia, Taiwan and Thailand.[15][16]

History

[edit]

Launch

[edit]

Naver launched a messaging app called Naver Talk for the South Korean market in February 2011.[17] However, rival Korean company Kakao dominated the market with its KakaoTalk app, launched in March 2010.[11][18]

Naver/NHN co-founder and chairman Lee Hae-Jin and a team of engineers were in Japan when the Tōhoku earthquake and tsunami struck in March 2011.[11][19] The earthquake and tsunami left millions without power and phone lines and SMS networks were overwhelmed.[11] Since Wi-Fi and some 3G remained largely usable, many people turned to KakaoTalk, which was just beginning to gain a foothold in Japan.[11] Lee was inspired to launch a messaging and chat app in the wake of the disaster and his NHN Japan team was testing a beta version of an app accessible on smartphones, tablet and PC, which would work on data network and provide continuous and free instant messaging and calling service,[20] within two months.[11][19] The app was launched as Line in June 2011.[11][19]

Because Naver/NHN had a far superior cultural knowledge of what Japanese users wanted, and a much larger corporate marketing budget, Line quickly surpassed KakaoTalk in Japan.[11] Line also offers free voice calls and, since Japan's telecoms make customers pay for both SMSs and smartphone calls, this feature, which KakaoTalk did not have, was a major selling point.[11]

2011–2015

[edit]

Line experienced an unexpected server overload in October 2011 due to the app's popularity.[21] To improve scalability to accommodate its user growth, NHN Japan chose HBase as the primary storage for user profiles, contacts and groups.[20] In December 2011, Naver announced that Naver Talk would be merged into Line, effective early 2012.[19][22]

In July 2012, NHN Japan announced the new Line features Home and Timeline. The features allowed users to share recent personal developments to a community of contacts in real-time, similar to the status updates in social networking services such as Facebook.[23] On April 1, 2013, Naver's Japanese branch name was changed from NHN Japan to Line Corporation.[24]

Because it was tailored to Japanese consumers' tastes and offered free smartphone calls as well as texting, with the help of a massive marketing campaign it quickly outpaced its existing rival KakaoTalk for the Japanese market.[11] It reached 100 million users within 18 months and 200 million users six months later.[25] Line gradually replaced carrier-based email as the most popular method of communication in Japan.[26]

Line became Japan's largest social network by the end of 2013, with more than 300 million registrants worldwide, of which more than 50 million users were within Japan.[27][28] In October 2014, Line announced that it had attracted 560 million users worldwide with 170 million active user accounts.[29] In February 2015, it announced the 600 million users mark had been passed and 700 million were expected by the end of the year.[30][31]

Line was originally developed as a mobile application for Android and IOS smartphones. The service has since expanded to: BlackBerry OS (August 2012),[32] Nokia Asha (Asia and Oceania, March 2013),[33][34] Windows Phone (July 2013),[35] Firefox OS (February 2014),[36] iPadOS (October 2014) and as a Google Chrome App (via the Chrome Web Store). The application also exists in versions for laptop and desktop computers using the Microsoft Windows and macOS platforms.[citation needed]

2016–present

[edit]

Ownership

[edit]

In July 2016, Line Corporation held IPOs on both the New York Stock Exchange and the Tokyo Stock Exchange.[37]

In late December 2020, Line Corporation delisted from both the New York Stock Exchange and the Tokyo Stock Exchange,[38] in advance of its absorption-type merger agreement with Z Holdings.[39] On March 1, 2021,[40] SoftBank Group affiliate and Yahoo! Japan operator Z Holdings completed a merger with Line Corporation. Under the new structure, A Holdings, a subsidiary of SoftBank Corporation and Naver Corporation, will own 65.3% of Z Holdings, which will operate Line and Yahoo! Japan.[41][40][42][43]

Market share

[edit]

By 18 January 2013, Line had been downloaded 100 million times worldwide.[44] The number expanded to 140 million by early July 2013 and to 200 million by July 21.[45] As of June 2016, Japan claimed 68 million users while Thailand had 33 million.[46] As of February 2014, Indonesia had 20 million users, Taiwan 17 million, while India and Spain had 16 million each.[47] In April 2014, Naver announced that Line had reached 400 million worldwide users[48] and by 2017 this had grown to 700 million.[49] By 2025, the platform's monthly active users (MAU) reached approximately 194 million, with the user base primarily concentrated in Japan, Thailand, Taiwan, and Indonesia.[50][51]

A survey done in 2023 showed that, for the first time, more Japanese seniors preferred to use Line over email for communicating.[52]

Features

[edit]

Line is an application that works on multiple platforms and has access via multiple personal computer operating systems. Users can also share photos, videos and music, locations, voice recordings, emojis, stickers and emoticons with friends. Users can see a real-time confirmation when messages are sent and received or use a hidden chat feature, which can hide and delete a chat history (from both involved devices and Line servers) after a time set by the user.[53]

The application also makes free voice and video calls. Users can also chat and share media in a group by creating and joining groups that have up to 500 people. Chats also provide bulletin boards on which users can post, like and comment. This application also has timeline and homepage features that allow users to post pictures, text and stickers on their homepages. Users can also change their Line theme to the theme Line provides in the theme shop for free or users can buy other famous cartoon characters they like. Line also has a feature, called a Snap movie, that users can use to record a stop-motion video and add in provided background music.

In January 2015, Line Taxi was released in Tokyo as a competitor to Uber.[54][55][56] Line launched a new android app called "Popcorn buzz" in June 2015. The app facilitates group calls with up to 200 members.[57] In June a new Emoji keyboard was also released for IOS devices, which provides a Line-like experience with the possibility to add stickers.[58] In September 2015 a new Android launcher was released on the Google Play Store, helping the company to promote its own services through the new user interface.[59]

Official channels

[edit]

Line includes a feature known as "official channels" which allows companies, especially news media outlets, publications and other mass media companies to offer an official channel which users can join and thereby receive regular updates, published articles or news updates from companies or news outlets.[60][61]

Stickers

[edit]

Line features a Sticker Shop where users are able to purchase virtual stickers depicting original and well-known characters. The stickers are used during chat sessions between users and act as large emoji. Users can purchase stickers as gifts, with many stickers available as free downloads, depending on country availability. Purchased stickers are attached to an account and can be used on other platforms. New sticker sets are released weekly. Line's message stickers feature original characters as well as a number of popular manga, anime and gaming characters, movie tie-ins and characters from Disney properties such as Pixar. Some sticker sets, such as those that celebrate special events like the 2012 Summer Olympics, are released for only a limited time. Other sticker sets that support charity are known as Charity Stickers. For example, in 2016, Line released "Support Kumamoto" Charity Stickers to provide aid to victims of the 2016 Kumamoto earthquakes. All proceeds earned from the sales of these stickers were to be donated to the Japanese Red Cross Society to provide financial support and aid for the victims.[62]

The original default characters and stickers, known as Line Friends, were created by Kang Byeongmok, also known as "Mogi", in 2011.[63][64]

There are over 1 billion stickers sent by worldwide users on a daily basis.[65] The popular characters Milk & Mocha began as stickers on Line in Indonesia.[66]

Games

[edit]

NHN Japan created Line Games in 2011. Only those with a Line application account can install and play the games. Players can connect with friends, send and accept items and earn friend points. The game range includes: puzzles, match-three, side-scroller, musical performance, simulation, battle and spot-the-difference games. In September 2013, Line Corporation announced its games had been downloaded 200 million times worldwide.[67]

On July 10, 2017, Line Games acquired NextFloor Corporation, developers of Dragon Flight and Destiny Child.[68] On January 5, 2017, Line Games was announced as the publisher for Hundred Soul (formerly known as Project 100) by Hound 13.[69]

On December 12, 2018, Line Games held a media event called LPG (Line Games-Play-Game) to introduce its games for 2019. Mobile games announced include: Exos Heroes (by OOZOO), Ravenix: The Card Master (also by OOZOO), Dark Summoners (by SkeinGlobe), Project PK (by Rock Square) and Super String (by Factorial Games). Project NM by Space Dive was also announced for PC. Games to be released on mobile and PC include: Project NL (by MeerKat Games) and Uncharted Waters Origins (by Line Games and Koei Tecmo).[70]

On 10 Jul 2019, Nintendo released Dr. Mario World co-developed by Line Games.[71] On July 18, 2019, First Summoner developed by SkeinGlobe was released.

List of current games

[edit]
  • Line Rangers
  • Tsum Tsum
  • LINE Brown Farm
  • Brown Toys
  • LINE Chef
  • LINE POP2
  • LINE Puzzle TanTan
  • LINE Bubble!
  • LINE Bubble 2
  • LINE Pokopang - puzzle game!

List of discontinued games

[edit]
  • I Love Coffee
  • LINE POP
  • LINE Play
  • LINE Cookie Run
  • Line Fighters
  • Line Brown Stories (Asia)

Line Pay

[edit]

Line introduced Line Pay worldwide on December 16, 2014. The service allows users to request and send money from users in their contact list and make mobile payments in store.[72] The service has since expanded to allow other features such as offline wire transfers when making purchases and ATM transactions like depositing and withdrawing money. Unlike other Line services, Line Pay is offered worldwide through the Line app.

Line Taxi

[edit]

Line Taxi was launched in January 2015 in partnership with Nihon Kotsu, a local taxi service in Japan.[73] Like Line Pay, Line Taxi was not offered as a separate app but rather through the Line app where users can request a taxi and automatically pay for it when they connect their account to Line Pay.[74] Line Taxi was discontinued on 31 August 2018.[75]

Line Wow

[edit]

Announced alongside Line Pay and Line Taxi, a service that allows users to instantly access delivery services for registered food or products and services.[76]

Line Today

[edit]

A news hub integrated in the Line app.

Line Shopping

[edit]

A referral program for online shopping. Customers get extra discount or earn Line Points by purchasing through the Line Shopping service.

Line Gift

[edit]

A gift sending services on Line. Customers can send gift via Line.[77]

Line Doctor

[edit]

A matching platform for finding doctors online.[77]

Line Lite

[edit]
Line Lite
DeveloperLine Corporation
Stable release
2.17.1 / 2021-09-13 [78]
Operating systemAndroid
Size8.89 MB
Websiteline.me Edit this on Wikidata

In 2015, a lower-overhead Android app was released for emerging markets called Line Lite. This supports messages and calls[79] but not themes or timeline.[80]

It became available worldwide in August 2015.[81]

In January 2022, Line announced the discontinuation of Line Lite, taking effect on the 28th February 2022.

Limitations

[edit]

Line accounts can be accessed on multiple devices, but one mobile device is required to be a designated "main device". A personal computer can only be a "sub device".[82]

If "Line Lite" for Android was installed and activated, the user was told they will be "logged out of the normal Line". This message did not make clear that it was impossible to log back in to the normal Line, which would delete all history data when next launched.[83] Line Lite has now been discontinued.

Security

[edit]

In August 2013, it was possible to intercept a Line chat session at the network level using packet capture software and to reconstruct it on a PC. Messages were sent in cleartext to Line's server when on cellular data but encrypted when using Wi-Fi most of the time.[84]

Until February 2016, it was also possible to "clone" an iPhone from a backup and then use the "cloned" iPhone to access the same Line account as used by the original iPhone. This loophole was widely rumored (but never proven) to have been used to intercept Line messages between the popular Japanese television personality Becky and her married romantic partner Enon Kawatani; the intercepted messages were published in the magazine Shukan Bunshun and led to the temporary suspension of Becky's television career.[85]

In July 2016, Line Corporation turned on end-to-end encryption by default for all Line users.[86] It had earlier been available as an opt-in feature since October 2015.[87] The app uses the ECDH protocol for client-to-client encryption.[87] In August 2016, Line expanded its end-to-end encryption to also encompass its group chats, voice calls and video calls.[88]

In March 2021, the Japanese government announced that it would investigate Line after reports that it let Chinese system-maintenance engineers in Shanghai access Japanese users' data without informing them,[89] beginning in August 2018.[90] Four Chinese engineers in a Shanghai-based affiliate that Line subcontracted to develop AI accessed the messages stored in the Japanese computer system and personal information of Line users, such as: name, phone number, email address and Line ID.[90] Photos and video footage posted by Japanese users were also stored on a server in South Korea.[91] Line stated in March 2021 that it had since blocked access to user data at the Chinese affiliate[89] and that it would revise its privacy policy and make it more explicit.[90] Line had been used by the Japanese government and local governments to notify residents about developments in dealing with the coronavirus pandemic.[90] In response to the reports of security issues, the national government and many local governments halted their usage of Line in late March 2021.[92] In April 2021 the government ordered Line to take measures to properly protect customers' information and to report improvement measures within a month.[91] Line also relocated image and other data stored in South Korea to Japan.[92] As of November 2021, the Tokyo metropolitan government offers proof of COVID-19 vaccinations through the Line app, with expansion planned for other prefectures.[93]

On 12 April 2021, Line suffered a large-scale crash in Taiwan.[94]

More than 70,000 Line Pay users in Taiwan have been affected by a leak of transaction information during the period from December 26, 2020, to April 2, 2021.[95]

In October 2023, the company confirmed a data breach where over 440,000 items of personal data were leaked. This included user age groups, genders, and partial service usage history, along with business partner and employee information like email addresses and names. The leak was traced back to unauthorized access through a Naver subcontractor's computer, which shared an authentication system with Line, allowing the breach.[96] In March 2024, the Japanese government ordered Line and Naver to separate their systems because of the data leak.[97]

Japan's Ministry of Internal Affairs and Communications issued administrative guidance to LY Corporation twice on April 16, 2024. LY Corporation is required to submit another report by The Ministry of Internal Affairs and Communications before July 1, 2024.[98][99][100]

Censorship

[edit]

Line suppressed content in China to conform with government censorship.[101] Analysis by Citizen Lab showed that accounts registered with Chinese phone numbers download a list of banned words that cannot be sent or received through Line.[102]

Line publicly confirmed the practice in December 2013.[103] However, by 2014, access to Line chat servers has been entirely blocked by the Great Firewall, while the company still makes revenue in China from brick-and-mortar stores.[104][105]

In Indonesia, Line has responded to pressure from the Indonesian Communication and Information Ministry to remove emojis and stickers it believes make reference to homosexuality, for example the emoji "two men holding hands". Line issued a public statement on the issue: "Line regrets the incidents of some stickers which are considered sensitive by many people. We ask for your understanding because at the moment we are working on this issue to remove the stickers".[106]

In Thailand, Line is suspected of responding to pressure from the Thai government and, after previously approving "Red Buffalo" stickers, which had been used to refer to the Red Shirts political faction, including by the Red Shirts themselves, removed the stickers.[107][108]

In Russia, on 28 April 2017, Russia's Federal Service for Supervision of Communications, Information Technology and Mass Media (Roskomnadzor) placed Line on a banned list. Telecommunications companies appear to have taken steps in May to progressively block access to Line and other services using smartphones. The Russian Internet Regulation Law obliges social network operators to store personal information of their Russian customers in the country and submit it if requested by the authorities; Line is believed to have been found to be in breach of this provision. According to reports, BBM, Imo.im and Vchat have been newly added to the list of banned services, in addition to Line. On 3 May 2017 access to Line chat servers was entirely blocked by the Roskomnadzor and the Line servers were added to the Unified Register of Banned Sites, after which Russian users began to experience problems receiving and sending messages.[109][110]

Issues

[edit]

Similarity and imitation of other services

[edit]

The chief executive officer of Line, Mr. Morikawa, has stated that they referred to services like KakaoTalk and Instagram when developing Line.[111]

A game similar to KakaoTalk's top hit "Anipang" appeared on Line as "Line Pop".[112][113][114][115]

Patent infringement

[edit]

The "Furufuru" feature on Line, which allowed users to add friends by shaking their smartphones in the same location and exchanging contact information, was found to infringe on a patent held by a Kyoto-based IT company called "Future Eye". The company filed a lawsuit in the Tokyo District Court, demanding 300 million yen in compensation. The court ruled on May 19, 2021, acknowledging the patent infringement and ordering Line to pay approximately 14 million yen in damages. Line later revealed that it had reached a settlement with Future Eye and expressed its intention to continue respecting intellectual property while improving its services for customers. The "Furufuru" feature was discontinued in May 2020.[116][117]

Personal information protection issues

[edit]

Personal information leaks and inadequate countermeasures

[edit]

Since around 2012, as Line gained popularity, there was an increasing concern about the safety of personal information. It was noted that the contents of phonebooks, which contain "other people's personal information", were being uploaded to third parties without their consent.[118]

Since phone numbers are used to identify accounts on Line, there is a risk of misuse when phone numbers, which are used for membership registrations or reservations, are exploited.[119][120]

There have been concerns about the risks of phone number-linked social graphs being leaked or users' Line registration names being associated with their phone numbers, especially when using the desktop version to register phone numbers randomly.[121]

In April 2013, Line announced that it had received three global assurance reports, confirming the security of its information management. However, there have been several instances of personal information leaks since then. Of the three certifications, one was a simplified version of SOC2 that was used for marketing purposes.[122]

Due to ongoing concerns, Line began recommending the use of the [+Message] service for more secure communication in 2021.

Ignoring vulnerabilities

[edit]

The Information-Technology Promotion Agency notified Line about several critical software vulnerabilities, such as the risk of external access to chat history and photos, and the exposure of data stored on SD cards. Despite being notified about multiple vulnerabilities, Line acknowledged only a few and did not take steps to resolve them. The agency repeatedly informed Line until the company finally admitted the issue, which was reported by FACTA Online in 2015.[123]

Incidents

[edit]

Use in sexual crimes and other criminal activities

[edit]

Since around 2012, there has been an increasing trend of incidents such as extortion and compensated dating occurring through Line. However, Line does not have a feature for exchanging contact information with strangers, similar to "dating apps". Most of these incidents happen through external bulletin boards, websites, or apps, where users exchange IDs and then establish contact with each other[124] 90% of girls are sexually victimized via smartphones, with the majority using Line, according to a scattering of sources.[125] It has been observed that 90% of sexual crimes involving minors occur through smartphones, with the majority of cases using Line.[126] Line's terms of service also prohibit using the service for the purpose of meeting strangers for dating.[127][128]

Services that aim to exchange Line IDs through bulletin boards, unlike dating sites, are not subject to regulations like the Dating Sites Regulation Law or the Harmful Site Regulation Law, and are not filtered by laws aimed at protecting minors.[129] As a result, the police can only respond to requests for action,[130] while Line has taken measures such as issuing warnings about these services[131] and periodically blocking ID search features for users under the age of 18.[127]

Students with immature social skills have used Line to engage in verbal abuse, exclusion, the spreading of bullying images, and other forms of new bullying. Educational institutions and boards are urgently working on countermeasures.[132]

Due to the ongoing misuse of Line for sexual crimes, Kyoto Prefecture and the Kyoto Prefectural Police have requested Line to implement measures promoting proper use, prevent the misuse of "bulletin board apps" that could lead to child pornography or child prostitution, and create systems that make it harder for users to access illegal or harmful content.[133]

Use in bullying

[edit]

In 2014, the Ministry of Education, Culture, Sports, Science and Technology (MEXT) reported an increase in bullying cases involving computers and mobile phones. Shuichi Hirai, Director of the Division of Students and Pupils at MEXT, stated, "Bullying through platforms like Line has evolved, and it has become harder for adults to detect these incidents."[134] Cyberbullying, which occurs in private communications between children, makes it difficult for others to observe, and existing countermeasures have not been effective.[126] Line is often used for malicious actions, such as excluding individuals from groups, spreading insults and defamatory statements, and sharing humiliating images. These types of harmful posts are frequently observed during long holidays.[135]

In August 2017, the National Web Counseling Association received a record number of 353 inquiries about Line-related bullying.[136]

Line account takeover incidents

[edit]

In June 2014, a series of incidents occurred where Line accounts were hijacked, and special fraud was committed using these accounts.[137] The fraudsters used leaked passwords to illegally log in and posed as acquaintances to extort web money from victims. Reports also indicated that celebrities had their Line accounts hijacked.[138]

Minor involved in illegal access leading to prosecution

[edit]

In the summer of 2019, two minors living in the Kanto region of Japan learned about a vulnerability in Line's image server. They accessed the server illegally using their home computers, leading to their prosecution under the Unauthorized Computer Access Law. The two minors claimed they were "just trying to see if it was true" when questioned.[139]

Data viewing and storage issues by the South Korean government and companies

[edit]

Alleged data interception by the South Korean government

[edit]

On June 18, 2014, FACTA Online reported that the South Korean government had been intercepting Line's data (free calls and text messages). According to the article, South Korean cybersecurity officials admitted during a meeting with Japan's Cabinet Cybersecurity Center that the National Intelligence Service of South Korea was collecting and analyzing data exchanged on Line. They also claimed that wiretapping, or directly collecting data from communication lines, is not illegal in South Korea due to the absence of laws protecting the "secrecy of communications" in the country.[140]

In response to this report, Lines president at the time, Akira Morikawa, denied the claims in a blog post, stating that there was no such incident. He emphasized that Line's communication data showed no signs of unauthorized access, and argued that Line employs its own encryption format, making it impossible to analyze the data[141][142][143] (However, until the issue was exposed, passwords and messages were stored and transmitted in plaintext). In response, FACTA publisher Shigeo Abe countered the following day, stating that the article was based on solid evidence.[144] At that time, the details supporting both sides’ claims had not been fully disclosed, leading to comments from third parties that there was insufficient evidence to make a clear judgment.[145] On March 25, 2021, a curious event occurred when Akira Morikawa’s blog post was deleted, but after it became a topic of discussion on social media and in the media, he re-published the article.[146][147]

Line usage ban by the Taiwan presidential office

[edit]

On September 23, 2014, the Presidential Office of the Republic of China announced that Line would be banned from use on government computers due to security concerns.[148]

Storage and viewing of user data on servers of overseas outsourcing companies in South Korea, China, and other countries

[edit]

On March 17, 2021, it was reported that all user image and video data, as well as transaction information from Line Pay, were being stored on servers belonging to Line's parent company, Naver. Access permissions for this data were granted to employees of Line's South Korean subsidiary, Line Plus, for security check purposes. On the morning of March 17, Chief Cabinet Secretary Katsunobu Kato stated at a press conference, "The relevant government agencies will confirm the facts and take appropriate action." Due to the current privacy policy not adequately communicating the situation to users, Line planned to review the policy and gradually transfer data to domestic servers in Japan starting mid-2021.[149][150][151]

Line's data centers are located in multiple countries around the world. User data is mainly divided into text messages, images, and videos. Member registration information, chat texts, Line IDs, phone numbers, email addresses, friend relationships, friend lists, location information, address books, Line Profile+ (including names and addresses), voice call histories (without recordings), and Line service payment histories are managed on servers within Japan, handled with internal data governance according to company standards. However, images, videos, Keep, albums, notes, timelines, and Line Pay transaction information are managed on servers in South Korea.[152]

Only "text messages" and "one-on-one calls" are encrypted with Line's self-developed end-to-end encryption protocol, "Letter Sealing". Even if the data is accessed from the database, the contents of "text messages" and "one-on-one calls" cannot be viewed. "Letter Sealing" is enabled by default, but if the recipient disables this feature, it will not function, even if the sender has it enabled.[153] Text messages, images, and videos are encrypted along the communication route and sent to the server, regardless of the "Letter Sealing" setting. The image and video data are distributed across multiple servers for storage. The security team continuously monitors traffic to address any issues. The servers storing images and videos are planned to be gradually transferred to domestic servers in Japan from mid-2021.[152]

Line Digital Technology (Shanghai) Limited, a subsidiary of Line Plus Corporation in Dalian, develops internal tools, AI features, and various functionalities available in the Line app. They also monitor servers, networks, and PC terminals under their jurisdiction for unauthorized access. During software development, the security team checks the source code and conducts security tests to prevent unauthorized programs from being included.

Naver China, a Chinese subsidiary of Naver Corporation that handles Line;s outsourcing work, is responsible for monitoring chat texts, Line official accounts, and timeline content for users outside Japan, Taiwan, Thailand, and Indonesia who have been "reported" by other users.

Line's domestic subsidiary, Line Fukuoka, and a major outsourcing company group in China monitor around 18,000 timeline posts and 74,000 open chat messages daily. Texts reported for spam or nuisance behavior in user chats between Japanese users are uploaded in plain text from user devices to servers and are monitored by Line Fukuoka.[152]

Line is used by the Japanese government and local municipalities for providing administrative services and COVID-19 notifications.[154][155] In response to the reports, the Ministry of Internal Affairs and Communications announced on March 19 that it would temporarily suspend the use of Line services and request local governments to investigate their usage.[155] On March 17, Fukuoka City confirmed with Line Fukuoka that personal information entered by citizens and chat content were not among the data accessible to Chinese contractors, and that the situation was not such that any access was possible. Therefore, the city decided to continue using the service for administrative purposes.[156] On March 25, Hyogo Prefecture confirmed with Line Corporation that no unauthorized access or data leaks had occurred and decided to continue using Line for COVID-19-related services.[157] Osaka City resumed services on Line that do not handle confidential information starting April 1.[158]

On April 9, 2021, Akira Amari, a member of the Liberal Democratic Party of Japan, stated that Line and its parent company Z Holdings had promised to implement measures such as adopting a cybersecurity system based on the U.S. National Institute of Standards and Technology SP800-171 level and limiting data management to countries with information protection rules equivalent to Japan's. The domestic transfer of user information is scheduled to be completed by 2024.[159][160]

Administrative guidance by the Personal Information Protection Commission and the Ministry of Internal Affairs and Communications

[edit]

Starting on March 31, 2021, the Personal Information Protection Commission conducted an on-site inspection of Line under Article 40, Section 1 of the Personal Information Protection Act. On April 23, the Commission issued administrative guidance regarding the issue where Chinese contractors were able to access Line's personal information management servers.[161] Additionally, starting March 26, the Ministry of Internal Affairs and Communications (MIC) provided written guidance to Line about safety management measures for its internal systems and appropriate explanations to users.[162][163]

On March 28, 2024, the Personal Information Protection Commission issued administrative guidance (recommendation) to Line Yahoo in response to a data breach involving 520,000 personal data records.[164] On April 1, 2024, Line Yahoo reported that it would gradually separate its systems from Naver, with full separation scheduled for December 2026.[165] On April 16, 2024, the Ministry of Internal Affairs and Communications conducted a rare second round of administrative guidance to Line Yahoo, criticizing insufficient measures to protect communication privacy and cybersecurity. They requested a review of the relationship with Naver.[166][167]

Final report on economic security issues

[edit]

On October 18, 2021, a special committee formed by Z Holdings, the parent company of Line, released its final report. It criticized the fact that Chinese affiliates had access to personal information stored on Korean servers, stating that economic security concerns were not adequately considered and that the system lacked a proper review framework. The report noted that the Chinese government, under the National Intelligence Law enacted in 2017, could compel private companies to provide information, strengthening government control over data. The committee highlighted the insufficient measures taken by Line to handle government access to data (government surveillance).[168][169][170]

The report concluded that Line had misrepresented the situation by claiming that user data was stored exclusively in Japan, even though it was actually stored on servers in South Korea. The committee argued that this was due to Line's desire to maintain the image of the Line app as a domestic service and avoid openly acknowledging its ties to South Korea. Although Line's actions did not violate domestic law, the handling of personal data had caused a loss of trust. In response, Line issued a statement on October 18, acknowledging that its governance and risk management systems had not kept pace with its rapid growth. To prevent future incidents, the special committee recommended that Z Holdings establish an expert committee to consult third-party opinions and introduce a highly independent Data Protection Officer at major business units.[168][169][170]

Other incidents

[edit]

Alleged violation of laws by Line games

[edit]

It was reported by Mainichi Shimbun that the Ministry of Finance and the Kanto Local Finance Bureau conducted an on-site inspection of Line's mobile game "Line Pop" due to suspected violations of the Funds Settlement Act regarding paid in-game items. In response to the report, Line issued a statement titled "Our Opinion Regarding Some of the Reported Content", immediately denying part of the allegations.[171]

Line Games Temporarily Suspended from App Store for Violating App Store Guidelines. The Line Quick Game was temporarily removed from the Apple App Store after violations of the App Store's regulations, which included issues with the games "Line で発見!! たまごっち", "探検ドリランド ブレイブハンターズ", and "釣り★スタ Quick". A total of 8 titles were taken down for one month due to these violations.[172]

Abuse by doctors in Line Healthcare

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On August 3, 2020, it was reported that a doctor registered in Line Healthcare, a paid service, had verbally abused a user, violating the service's terms of use. Line Healthcare issued an apology and announced measures to prevent recurrence on August 20, 2020.[173][174][175]

Personal information leakage from Line Game refund applications

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From April 12, 2018, to September 20, 2020, personal information entered into the refund application form for Line Game service terminations was exposed and accessible through the Internet Archive. The exposed information included bank account details, email addresses, and Line app identifiers of 18 individuals. After the issue was discovered, the archive was deleted.[176]

Data breach in Line Creators Market

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From April 17, 2014, the launch of Line Creators Market until October 31, 2020, files containing potentially sensitive personal information uploaded by Line Creators Market vendors were publicly accessible. The data, which was included in Internet Archive's collection, was available to the public. After the issue was identified, access to the files was blocked, and the data from the archive was deleted.[177]

Fake posts on Line Open Chat

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Shukan Bunshun reported that employees of Line were posting fake messages (known as "Sakura posts") on its new service, Open Chat, impersonating ordinary users like high school girls or trendy women. The "Sakura posts" were not done solely by staff, but followed a manual called "Talk-room Operation" created by the head office. Line explained that these posts were made to improve the overall quality and user satisfaction of Open Chat and to create good quality chat rooms. They also stated that staff involvement in managing some chat rooms was intended to protect minor users. However, Shukan Bunshun reported that, according to insiders, these posts were aimed at creating a positive image to facilitate future monetization. Line avoided directly commenting on the article but acknowledged the problem, stating that it was an issue for users, as they were not informed that posts came from employees or that they were posting under false identities. The company updated the manual on April 12 and provided explanations to users on April 15.[178]

Incorrect Message Display in Reporting Function

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Between 2017 and 2021, during program updates to the LINE app, a bug caused incorrect messaging to be displayed in the report function. The erroneous message stated that by reporting a user, it would send "the reported user's information, including the latest 10 messages" when, in fact, it only intended to send "the reported user's information." This bug occurred on iOS from December 4, 2017, to March 30, 2021, on Android from August 20, 2018, to March 28, 2021, and on Desktop from March 4, 2021, to March 30, 2021. After confirming the error in late March 2021, the issue was fixed. The reported content was not used for commercial purposes like advertising but was intended solely for public benefit to protect users from harmful content.[179]

[edit]

Line Friends

[edit]
Line Friends Store in Hysan Place, Hong Kong

Line Friends are featured characters that are shown in stickers of the application. They include Brown, Cony, Sally, James, Moon, Boss, Jessica, Edward, Leonard, Choco, Pangyo and Rangers. Two anime series, Line Offline and Line Town, were produced in 2013, picturing the Line Friends as employees for the fictional Line Corporation.

Line Man

[edit]

Lineman (LINEMAN) is a multiple-services mobile application in Thailand. Application's services are including: food delivery, grocery delivery, personal courier and passenger riding service for both motorcycle and passenger vehicles.[180] Lineman application is now available for customers in various Thailand's major areas nationwide.[181] Customer required the LINE application to be installed on their phone and login with their own LINE account to be able to download and using Lineman application.[182]

Lineman was started in 2016 with the collaboration between LINE Thailand and Wongnai, Thailand's restaurant review, recommendation and point of sale services company for introducing as one of Thailand's first online food order and delivery service application with Wongnai's affiliated restaurants in Bangkok before expanding their services and service areas overtime since.[183]

Line TV

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A video on demand service operating in Taiwan and Thailand.

Stores

[edit]

There are physical stores in Japan, South Korea, China, Taiwan, Hong Kong, Philippines, Thailand, U.S. and a Korean online store to purchase Line Friends merchandise.[184] Occasionally, Line will have pop-up or temporary stores globally.

See also

[edit]

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
LINE is a application for smartphones, tablet computers, and personal computers, enabling users to exchange text messages, images, videos, and make voice and video calls across platforms. Developed initially by NHN Japan and launched in June 2011, it rapidly expanded into a multifaceted "" incorporating services like mobile payments, news feeds, and , particularly dominant in where it boasts over 97 million monthly , representing more than 78% of the population. Operated by —a entity formed from the 2023 merger of and , under the control of A Holdings (a 50-50 between South Korea's and Japan's )—LINE has faced scrutiny over breaches and influences, prompting Japanese regulatory pressures to localize operations and reduce Naver's stake amid concerns. Its defining features include customizable stickers, group chats, and integration with LINE Pay for financial transactions, contributing to its role as Japan's primary communication and social platform despite global competition from apps like . Globally, LINE maintains around 184 million monthly , with strongholds in including and , though its growth has been tempered by privacy incidents and geopolitical tensions affecting its corporate structure.

History

Launch and Early Development

Line was developed by NHN Japan, a subsidiary of the South Korean internet company , as an internal communication tool following the Tōhoku earthquake and tsunami on March 11, 2011, which severely disrupted traditional and networks across the affected regions. With mobile voice and text services overwhelmed and unreliable, the app leveraged persistent and mobile data connectivity to enable real-time messaging and calls, addressing the acute need for coordination among NHN employees and the broader public during the crisis. This pivot from an project to a public-facing service underscored its origins in practical crisis response rather than premeditated market entry. The version launched on June 23, 2011, with the Android version following shortly thereafter, offered as emphasizing core functionalities including , (VoIP) calls, and group chats to support efficient information exchange in bandwidth-constrained environments. These features proved empirically robust amid post-disaster network instability, allowing users to bypass congested cellular infrastructure via internet protocols. Early adoption surged in through organic word-of-mouth, driven by demonstrated reliability in high-stress scenarios rather than substantial marketing investments, amassing millions of users within months as individuals and communities relied on it for family check-ins and relief efforts. By late 2011, the app's traction validated its crisis-born utility, setting the stage for broader viability without initial dependence on paid promotion.

Expansion Phase

Following its launch in in June 2011, LINE rapidly expanded its feature set, with the introduction of digital stickers on , 2011, serving as a primary differentiator from competitors like . These stickers, larger emoticon-like graphics allowing users to express emotions in chats, quickly became a viral mechanism for user engagement and retention, fostering habitual use beyond basic . The paid sticker packs enabled early , generating significant revenue streams as users purchased themed sets featuring original characters, which evolved into a cultural staple in Asian markets where resonated with local preferences for expressive, non-verbal cues. LINE's international rollout accelerated from 2012 onward, targeting high-potential markets in through adaptations such as localized content and server infrastructure to ensure low-latency performance and compliance with regional data regulations. By early , penetration in , , and had gained traction, with LINE establishing a local subsidiary in that year to support tailored services. This strategic focus on Southeast and East Asian demographics, where mobile-first populations favored sticker-driven social interactions, propelled user acquisition via word-of-mouth virality and partnerships with local telecoms for pre-installation on devices. The efficacy of these expansions culminated in LINE surpassing 100 million global registered users by January 18, 2013, just 19 months post-launch—a milestone achieved faster than contemporaries like . This growth, doubling to 200 million by July 2013, was causally linked to sticker adoption's role in enhancing retention and shareability, as evidenced by daily sticker usage metrics that underscored the platform's shift from connectivity tool to entertainment ecosystem. Early forays into game integrations around this period further bolstered stickiness by embedding casual gaming within the app, prioritizing user time-on-device over mere messaging volume.

Recent Developments and Integrations

Since 2016, Line has pursued expansion by integrating financial services like Line Pay, which evolved from its 2014 launch into a matured ecosystem supporting remittances and within the app, driven by user demand for seamless transactions in . This included enhancements to Line Pay's cross-border capabilities, aligning with regional trends toward all-in-one platforms amid competition from apps like . In 2024 and 2025, Line advanced its ecosystem through mini-apps and AI-driven bots, with the release of the Line Mini App Playground in February 2025 to facilitate developer testing and deployment of lightweight applications. Line Next, the arm, launched mini Dapps in Q1 2025, selecting 30 projects under the Kaia Wave program to integrate features like crypto transactions via built-in Kaia Wallets directly into the messenger. These mini-apps enable functionalities such as NFT handling without leaving the app, responding to empirical growth in Asia's digital asset adoption. A key integration occurred in September 2025, when Line Next partnered with Kaia to announce Project Unify, a -powered beta embedding payments, remittances, DeFi yields, and incentives into Line for cross-border use. This builds on earlier mini Dapp efforts, attracting over 130 million new registered wallets, and positions Line as a hub for orchestration in . Concurrently, updates to the Line Bot MCP Server in October 2025 enabled AI agents like Claude to interact with users via messaging, enhancing bot capabilities for group mentions and automated responses. These developments reflect causal drivers like rising demand for integrated and AI in high-usage markets, with Line's daily sessions averaging 16 per user in 2025.

Ownership Evolution

Line messaging service was developed and operated by NHN Japan Corporation, established in 2000 as a wholly owned subsidiary of South Korea's , with full control retained by until structural changes in the late . In April 2013, NHN Japan split its operations, renaming the entity in January 2014 to focus on the Line platform amid its rapid growth post-2011 launch. A pivotal shift occurred in 2019 when formed a capital and business alliance with Corporation, the operator of Yahoo Japan and controlled by ; this was enabled by A Holdings, a 50-50 between and , which acquired a 65% stake in to oversee both entities. launched a for Line shares in August 2020, consolidating ownership, followed by Line's absorption into in March 2021, which maintained the joint - influence via A Holdings' controlling interest. In October 2023, merged with Yahoo Japan Corporation and the former Line operations to form , headquartered in , with A Holdings retaining approximately 64.5% ownership—split equally between SoftBank and —while the remainder traded publicly on the . This integration aimed to streamline operations but preserved the binational ownership model, subjecting LY to joint governance oversight. Data security incidents in 2023, including a November breach exposing over 440,000 Line user records via on a Cloud Corporation server (a South Korean affiliate handling 's IT infrastructure), prompted intense scrutiny from Japan's Ministry of Internal Affairs and Communications. The ministry issued administrative guidance in March 2024 directing to disentangle shared technical systems with , citing inadequate separation of administrative privileges and excessive reliance on foreign cloud services as root causes of vulnerability. In response, accelerated efforts, transferring log data, analysis systems, and Tier 1 monitoring operations to domestic Japanese servers by July 2024, with full severance of technological ties targeted for completion by year-end. These measures enhanced LY's operational autonomy from Naver's infrastructure, prioritizing Japanese and user amid geopolitical sensitivities over cross-border IT dependencies, though formal ownership stakes remained unchanged as of late 2024 despite discussions of potential SoftBank-led buyouts. The migrations directly addressed causal risks identified in post-breach audits, reducing exposure to external administrative access while incurring short-term costs for system reconfiguration.

Technical Foundation

Core Architecture and Protocols

Line employs a client-server architecture where mobile and desktop clients communicate with backend servers using as the primary transport protocol, secured by TLS 1.2 or higher for confidentiality and integrity of data in transit between clients and servers. Servers handle message routing, key registration for , and storage of non-end-to-end encrypted content, while clients perform local and decryption to minimize server-side access to . This model supports scalability through , as evidenced by LINE's transition to frameworks like for handling high-volume traffic from over 200 million monthly active users. For messaging, LINE utilizes proprietary protocols overlaid on , incorporating optional via the Letter Sealing system. In its version 2 implementation, Letter Sealing employs elliptic-curve Diffie-Hellman (ECDH) over for shared secret derivation, AES-256 in GCM mode for both confidentiality and , and protections for message metadata integrity. Group chats extend this with a shared group key distributed via ECDH among participants. This optional E2EE—enabled by default for one-on-one chats since 2021 but configurable—ensures servers cannot decrypt content, though metadata such as sender and recipient IDs remains accessible to operators for service functionality. Voice over IP (VoIP) calls leverage (SRTP) with AES-128 in CM mode combined with HMAC-SHA1 for media , using ECDH over secp256r1 for key agreement under Letter Sealing. The infrastructure relies on cloud-based regional data centers, primarily in and historically in , to reduce latency for users; for instance, in 2021, LINE relocated certain data from Korean centers to Japanese ones to enhance and proximity-based performance. Developer integrations occur via the open LINE Messaging , which facilitates bot and third-party service connectivity through endpoints exchanging payloads for sending/receiving messages, user profiling, and event webhooks. This layer abstracts core protocols, allowing external servers to push notifications or respond to user interactions without direct access to proprietary client-server flows, with rate limits enforced based on account plans to maintain system reliability.

Device Compatibility and Line Variants

LINE supports a wide array of platforms, including devices (version 10 or higher), Android devices (version 5.0 or higher), desktop applications for SP1 or later) and 10.12 or later), and a web version accessible via browsers. These options enable cross-device , allowing users to maintain conversations across mobile, desktop, and web interfaces without . Integration with wearable hardware extends compatibility to for iOS users and devices for Android, supporting push notifications, quick replies, and limited messaging to enhance on smaller screens. This setup prioritizes real-time alerts over full interactivity, aligning with the constrained input and display capabilities of wearables. To address performance limitations in low-bandwidth or resource-scarce environments, LINE introduced LINE Lite on July 23, 2015, as a stripped-down Android variant optimized for emerging markets. With an initial download size under 1 MB—approximately 1/20th of the standard app—it delivers core functions like , stickers, and while forgoing resource-intensive elements such as high-quality media uploads or group video calls. This variant's design embodies explicit trade-offs: reduced feature set yields faster load times and lower data consumption, suiting older hardware and slower networks common outside affluent regions like , though at the cost of seamless access to the full ecosystem. Empirical indicators, such as sustained availability and updates through , underscore its efficacy for users facing hardware or connectivity constraints, without compromising basic communication reliability.

Primary Features

Messaging and Social Connectivity

LINE's messaging capabilities center on text-based communication, supplemented by free voice and video calls for both one-on-one and group interactions, enabling real-time connectivity without additional costs. Group chats accommodate up to 500 members, supporting scalable discussions that have proven essential for coordinating among extended networks. Real-time interaction is enhanced through read receipts, which display delivery confirmation and the number of participants who have viewed messages in group settings—for instance, indicating "Read 2" for two viewers. LINE Official Accounts provide businesses with a dedicated channel to broadcast updates and directly to users who add the account as a friend, fostering one-way communication for promotions or alerts without reciprocal friending requirements. The Timeline functions as a chronological feed for user-generated posts, such as status updates and shared content, visible primarily to friends and serving as a lightweight social layer integrated with messaging. LINE's infrastructure has exhibited robust scalability under extreme conditions, notably during the March 2011 , when conventional telephone networks collapsed under overload, yet the app—launched shortly thereafter—facilitated widespread communication amid peak usage spikes. This performance edge, rooted in post-disaster origins and subsequent optimizations to handle rapid user surges, has underpinned its dominance in Asian markets like and , where it sustained reliability during crises outperforming legacy and rival apps in metrics. Such resilience correlates with high retention, as verified by consistent active user growth exceeding 200 million monthly in the region by 2025.

Customization and Expressive Tools

LINE's sticker system enables users to enhance messaging with expressive, illustrated icons, available in free and paid packs typically priced at $1 to $2 for sets of 12 to 18 stickers. Creators submit original designs through the LINE Creators Market platform, which has facilitated over 720,000 registered creators worldwide by 2017, allowing independent artists to monetize content with a revenue share of approximately 50% after platform fees. This model generated over $270 million in annual revenue for LINE in , underscoring its role in differentiating the app from text-only messengers by prioritizing visual, culturally resonant communication tools. Beyond stickers, LINE offers profile customization via avatars and app themes, where users create personalized avatars for display in chats and set interface themes altering backgrounds, buttons, and appearances. Introduced around , the LINE Avatar feature permits detailed customization, including landscape-integrated portraits, to refresh user profiles and foster individual expression. Themes, submittable by creators through the same market platform, extend personalization to the app's overall aesthetic, with guidelines ensuring compatibility across devices. These tools encourage sustained user investment in the platform, as evidenced by daily sticker transmissions exceeding one billion globally in early , reflecting high engagement driven by expressive incentives rather than mere utility. The Creators Market has cumulatively driven JPY 47.9 billion (approximately $430 million USD at 2017 rates) in sales since its launch, with top creators averaging over JPY 100 million in earnings by 2015, promoting a vibrant of that builds community loyalty. While some observers critique the emphasis on such features as potentially superficial compared to core messaging reliability, usage data indicates they contribute to retention, with sticker revenue comprising up to 25% of LINE's total in peak years like 2015. This economic model incentivizes cultural adaptation, as stickers often incorporate regional humor and characters, enhancing appeal in markets like and .

Interactive Entertainment

LINE's interactive entertainment centers on the LINE Games platform, introduced in 2011, which provides casual mobile games accessible via the messaging app and tied to users' LINE social graphs for friend-based multiplayer and competitions. These features enable seamless integration, such as inviting contacts from chats to join sessions or sharing achievements directly in conversations, fostering social play without requiring separate accounts. Many early titles emphasized low-entry casual mechanics, like puzzle and simulation games, to encourage quick sessions amid messaging. However, LINE has periodically discontinued underperforming games to refine its catalog; in November 2014, it removed 15 third-party titles, including LINE Punch Hero (a mini-game), LINE Dragon Flight (an ), LINE Tours (a travel-themed puzzler), LINE Easy Diver (an underwater adventure), and (a soccer RPG tie-in), citing optimization for . Further discontinuations include LINE Quick Game, a lightweight HTML5-based service for browser-like play within the app, which shut down on October 30, 2020, after failing to sustain engagement. LINE PLAY, a virtual avatar and launched in 2012, ended service in 2024 despite initial popularity, highlighting challenges in maintaining long-term appeal for more complex social gaming formats. Active titles post-2020 reflect a shift toward enduring casual hits with social hooks. LINE Brown Farm, a 2014 farming simulator featuring LINE mascot , remains operational with ongoing events, cooperative farm visits among friends, and over 1.4 million reviews averaging 4.1 stars, indicating sustained user draw through simple progression loops and LINE-integrated gifting. LINE POP2, a match-3 puzzle sequel from 2015, continues with 4.7-star ratings and multiplayer tournaments accessible via . Other persistent games include LINE Bubble 2 (bubble shooter with versus modes) and LINE Puzzle TanTan (block puzzle with daily challenges), all supporting chat invitations for head-to-head play and leaderboards to enhance retention. These integrations promote app stickiness by embedding gaming within social flows, though some designs incorporate variable rewards and session-extending mechanics common to mobile models, potentially prolonging engagement.

Ecosystem Expansions

Financial and Payment Integrations

LINE Pay was introduced in December 2014 as an integrated service within the LINE messaging platform, initially supporting (P2P) money transfers without requiring bank details and scanning for in-store and online purchases. This enabled seamless transactions tied to LINE's user base, with early expansions including payments and balance top-ups via convenience stores. By 2017, enhancements added dedicated P2P features and a interface, though availability was initially restricted to markets like . The platform's fintech ambitions extended beyond payments with the April 2021 launch of LINE Bank in , a fully digital offering account opening in under six minutes, deposits, loans, and integrated LINE Pay functionalities, attracting 1.1 million users in its first year. This move exemplified broader "banking concepts" by embedding comprehensive into the LINE ecosystem, including cross-border remittances via alliances with partners in , , and Korea. Adoption metrics highlight growth in cash-dominant Asian markets, where LINE Pay reached over 12 million users in by December 2023, with acceptance at more than 520,000 locations by April 2024, facilitating ties and everyday transactions that promote for underbanked populations. However, expansion slowed following LY Corporation's November 2023 disclosure of a prolonged —stemming from unauthorized access since 2021 via a subcontractor's systems—which exposed personal details of users and partners, eroding trust in LINE's and prompting enhanced protocols. In , a traditionally cash-reliant , LINE Pay faced regulatory and competitive pressures, leading to its operational wind-down announced in 2024, with new user registrations halting in November and balances migratable to for merchant-level consolidation. While enabling inclusion through low-friction digital alternatives in high-cash regions like and —where cultural cash preferences and interoperability regulations pose adoption barriers—LINE Pay's P2P model introduces risks of unverified transactions, including potential absent robust identity checks.

Mobility and Utility Services

Line integrates mobility services primarily through LINE TAXI, a ride-hailing feature embedded in the app that enables users to book licensed taxis without needing a separate application. Launched in on April 2, 2018, LINE TAXI targets urban commuters by connecting users with verified drivers, supporting real-time tracking and payments via LINE's ecosystem, which streamlines the process in densely populated areas. In , LINE GO extends similar functionality, leveraging mapping technologies for efficient ride matching and driver navigation, contributing to its role in daily transportation. These services have achieved notable uptake in , Line's second-largest market with over 50 million users as of 2025, where the app's dominance—ranking just behind in usage—facilitates high integration for mobility needs amid Bangkok's traffic challenges. While boasts Line's core user base of around 68 million as of earlier metrics, mobility extensions there emphasize integrations like chat-based bookings for taxis and rather than proprietary hailing, aligning with regulatory constraints on ride-sharing. Empirical data underscores seamless urban , with services reducing app-switching friction and boosting efficiency in high-density environments. Utility extensions include telemedicine pilots and consultations via chat interfaces in select regions, though adoption remains regionally variable and tied to partnerships rather than standalone apps. However, these features necessitate location and collection, prompting criticisms over risks; historical breaches in 2021 and 2023 exposed user details, including potential leaks to foreign entities, eroding trust in data practices despite claims. Independent analyses highlight systemic vulnerabilities in third-party handling, urging caution for privacy-conscious users in mobility-dependent scenarios.

Content and Media Offerings

LINE Today serves as LINE's primary aggregation service, curating content from diverse sources including established media outlets and delivering personalized feeds tailored to user interests via algorithmic recommendations. Launched in markets across , it has achieved significant popularity, leading in user adoption in , , , and (where it operates as ), with features like real-time updates and integration enhancing accessibility. This curation model leverages data-driven to extend user session times, empirically correlating with higher rates in super-app ecosystems by embedding informational content within the messaging interface. Complementing news, LINE integrates through LINE Shopping, an for direct product purchases, and LINE Gift Shop, which enables gifting of digital vouchers, mobile coupons, and deliverable items to contacts via the app. These services facilitate seamless transactions without exiting the platform, supporting impulse buys and social gifting tied to messaging interactions, as seen in implementations in and other regions. By 2024, such features contributed to LINE's platformization strategy, diversifying revenue via commissions and partnerships rather than relying solely on from core messaging, thereby mitigating risks from commoditized communication tools. LINE TV represented an earlier foray into video streaming, offering on-demand series, live broadcasts, and exclusive content partnerships starting in 2013, primarily targeting Southeast Asian markets. However, the service faced unsustainable economics, with operations in discontinuing on December 31, 2021, amid escalating content licensing costs exceeding 1 billion baht annually and competition from global platforms like . This closure underscores challenges in media offerings for super apps, where high production and acquisition expenses often outpace user without scale advantages. In advancing LINE's super-app trajectory, these services promote user stickiness through integrated experiences—personalized news and shopping boost daily by fulfilling varied needs in one interface—but curation drawbacks persist, including dependency on , where aggregators like LINE Today may propagate imbalances from ideologically skewed mainstream providers, as evidenced by broader media analyses of selection biases favoring certain narratives over empirical rigor. Transactional pros include reduced friction for , yet cons involve in aggregated content and vulnerability to competitive pressures, as demonstrated by LINE TV's exit, highlighting the causal trade-offs between expansion ambitions and operational viability.

Emerging Technologies and Mini-Apps

In 2024, LINE introduced its Web3-enabled Mini Apps platform, allowing developers to build lightweight decentralized applications (dApps) that integrate functionalities directly within the LINE Messenger interface, bypassing the need for separate downloads or installations. This platform leverages LINE's extensive user base in to facilitate mainstream access to services, including wallet integrations and on-chain interactions, with an emphasis on seamless user experiences akin to traditional mini-apps but enhanced by for verifiable transaction transparency. LINE NEXT, the arm of LINE's parent company, launched its initial batch of 32 Mini Dapps on January 22, 2025, targeting over 1,000 projects throughout the year to expand offerings in gaming, DeFi, and utility services. These dApps, powered in part by the , include developer tools for creating Kaia-compatible applications, such as the Kaia Wave program that selected 30 projects for integration into LINE Messenger. By March 2025, the platform had reached 35 million users across 42 launched Mini Dapps, with the most popular achieving 1.7 million accumulated users, demonstrating rapid adoption driven by LINE's 196 million monthly . integration aims to provide decentralized trust through immutable ledgers, potentially reducing reliance on centralized intermediaries for , though proponents acknowledge risks from that could undermine stability in real-world applications. Further advancing this ecosystem, LINE NEXT partnered with Kaia in September 2025 to develop Project Unify, a -powered entering beta before year-end, designed to consolidate payments, remittances, DeFi yields, and tools within LINE. The initiative builds on the Mini Dapps launch by embedding wallets for cross-border transactions and real-time incentives, targeting Asia's fragmented financial systems with verifiable, low-volatility rails to enhance transparency over traditional dependencies. While stablecoins mitigate some crypto hype-driven fluctuations, the project's efficacy remains contingent on regulatory clarity and sustained user trust amid 's historical challenges.

Market Adoption

User Demographics and Growth Metrics

LINE reported approximately 178 million monthly across its core markets—, , , and —as of recent estimates extending into 2025, with broader global figures ranging from 182 to 230 million. In , LINE achieves penetration exceeding 90% among smartphone users, equating to 97 million monthly as of August 2024 and covering over 78% of the national . mirrors this dominance, with the app reaching 94% of the and about 22 million users. In , accounts for 51 million users, while has 13 million, underscoring regional strength in urban and mobile-heavy . User demographics reflect broad appeal, with a slight majority at 53.3% versus 46.7% male, and relatively even distribution across age groups: 7.9% aged 15-19, 15% in their 20s, and higher concentrations in middle adulthood, including peak usage among those in their 50s in . Penetration remains high among younger cohorts in , nearing 100% for individuals in their 20s and 30s as of 2024. This retention is bolstered by ecosystem lock-in, where messaging integrates with payments, news, and utilities, fostering habitual daily engagement among urban dwellers. Growth metrics highlight resilience, with revenue surpassing $2 billion annually from and sales—$2.36 billion in alone—despite a 26% dip in due to effects, followed by rebounds via expanded services. revenue contributed $200 million in , while forms a core pillar, enabling sustained user acquisition in despite global competition.

Competitive Landscape and Regional Strengths

Line maintains a dominant position in select Asian markets, particularly and , where it outperforms global leaders and in user adoption and daily engagement. In , Line commands approximately 97 million users as of January 2025, equating to 78.7% of the population and establishing it as the primary messaging platform amid preferences for localized features over international alternatives. Similarly, in , Line holds over 80% , leveraging integrated services that align with local digital habits and regulatory environments. These regional strengths stem from early market entry and adaptations to cultural norms, such as emphasis on visual expression, contrasting with WeChat's ecosystem dominance in and WhatsApp's broader global scale exceeding 3 billion monthly active users. A core lies in Line's sticker economy, which has driven substantial revenue through user-generated and official digital , generating over $200 million in direct sales in 2020 alone from millions of designs by independent creators. This model enhances expressiveness beyond plain text or emojis prevalent in , fostering loyalty in markets valuing customization, while competes via multifunctional "super app" integrations like payments. Proponents credit Line's success to innovative monetization of stickers as a causal driver of retention in regulated Asian contexts, where compliance with laws facilitates tailored expansions; critics, however, highlight parallels to , arguing Line's features imitate rather than originate sticker-centric designs popularized concurrently in around 2011. In Western markets, Line encounters hurdles from entrenched WhatsApp usage and skepticism over privacy, exacerbated by breaches in and 2023 that compromised user data, including unauthorized access linked to overseas affiliates. These incidents have amplified perceptions of vulnerability compared to WhatsApp's focus, limiting expansion despite attempts at feature parity, as users prioritize amid stricter scrutiny of non-local apps.

Security Practices

Implemented Protections and Protocols

LINE offers optional through its Letter Sealing feature, which secures one-on-one chats and group conversations with fewer than 50 participants by ensuring only the involved users can decrypt the content, excluding LINE servers and third parties. This protocol employs forward-secure encryption for messaging traffic between clients and servers, extending to VoIP calls, with mechanisms designed to resist during transmission. Account access controls include two-step verification, requiring a password plus a verification code sent via email or , which users can enable in app settings to mitigate unauthorized logins. Biometric authentication, such as or facial recognition on supported devices, facilitates passwordless login by leveraging the primary device's secure enclave to authenticate secondary devices, reducing reliance on static credentials. LY Corporation, LINE's parent entity following its 2023 restructuring, conducts internal audits of business units under a three-lines model and maintains a to identify vulnerabilities in the LINE app and web services. Following ownership consolidation under Japanese control, the company has prioritized for Japanese users by routing through domestic data centers, aiming to enhance and reduce cross-border exposure risks. These measures demonstrably curb opportunistic attacks by encrypting transit data and hardening account entry points, as evidenced by the inaccessibility of sealed chat contents to intermediaries; however, their effectiveness diminishes against sophisticated threats, such as device compromises or unenabled features, where user configuration and remain limiting factors. Independent analyses confirm that while server-side protections prevent bulk , optional implementation and scope limitations leave gaps exploitable by determined actors bypassing client-side defenses.

Historical Breaches and Response Efficacy

In March 2014, LINE disclosed that authorities had accessed servers located in containing data from Japanese users, prompting concerns over and unauthorized surveillance. The incident involved compelled access rather than a traditional hack, but it exposed vulnerabilities in hosting user message logs and personal information in foreign jurisdictions. In response, LINE announced plans to migrate Japanese user data to secure facilities in and AWS cloud services, a process completed by 2017, which reduced external access risks but incurred significant relocation costs estimated in the tens of millions of dollars. A series of unauthorized accesses occurred in late 2020 and early 2021, with LINE confirming 29 intrusions into its development environment between November 2020 and March 2021, attributed to actors in via a subsidiary's systems. This breach compromised internal tools but did not directly exfiltrate end-user data; however, it affected over 100 Taiwanese government officials' accounts in August 2021 through linked to the same vulnerabilities. LINE's response included suspending all access from China-based engineers, implementing encrypted communications, and conducting audits, yet critics noted the delayed detection—spanning months—and reliance on offshore subsidiaries as causal factors in repeated exposures. In October 2023, malware infected a Korean affiliate contractor's endpoint, enabling unauthorized access to LY Corporation's (LINE's parent post-merger with Naver and Yahoo Japan) shared Active Directory system, resulting in the leak of approximately 440,000 data items by November. This included 302,569 anonymized user records (e.g., age groups, gender, usage patterns from 129,894 Japanese users), 86,000 business partner details (names, emails), and over 51,000 employee records. Disclosure occurred on November 27, 2023, after internal investigation, but Japanese regulators criticized the delay and systemic flaws from unintegrated post-merger IT sprawl, mandating separation of LINE's infrastructure from Naver's by May 2024 to mitigate supply-chain risks. These incidents highlight and cross-border dependencies as root causes, with affiliate and shared systems amplifying attack surfaces despite migrations to controlled environments. Responses, while involving audits and isolation measures, demonstrated limited preventive efficacy, as breaches recurred every 2-3 years, escalating regulatory oversight and forcing costlier in-house consolidations over cheaper external partnerships. No evidence of user financial harm emerged, but the pattern underscores gaps in rapid post-acquisition integrations without prior disentanglement.

Controversies

Privacy and Data Handling Disputes

In 2021, LINE disclosed that engineers from its Shanghai-based affiliate had accessed Japanese data centers containing user personal information without adequate oversight, with reports indicating up to 538 unauthorized logins between 2018 and 2020. This prompted Japanese government officials to cease using the app for official communications due to risks associated with storage and viewing practices involving Chinese servers. In response, LINE severed Chinese affiliate access to Japanese servers and initiated transfers of user , including images and videos previously stored in Korean facilities, to domestic Japanese infrastructure to mitigate foreign interception risks. Subsequent disputes intensified in late 2023 following a on Naver Cloud, the South Korean infrastructure provider linked to LINE's parent company, which exposed approximately 510,000 records of personal information belonging to LINE users, partners, and employees. Allegations emerged of potential data interceptions facilitated by South Korean entities due to 's operational dominance, raising concerns over inadequate separation between Japanese user data and Korean oversight, despite prior localization efforts. Japanese regulators, including the Personal Information Protection Commission (PPC) and Ministry of Internal Affairs and Communications (MIC), issued guidance in March 2024 directing LINE to enhance data safeguards, reconsider its organizational ties with Naver, and implement stricter controls to prevent recurrence, citing vulnerabilities in cross-border data handling. These incidents highlighted vulnerabilities, as outlined in 2024 analyses comparing LINE's structure to risks seen in apps like , where data outsourcing to jurisdictions with robust government surveillance capabilities—such as South Korea's legal frameworks for access—undermines user assurances. User options remain constrained; while LINE's policies permit adjustments to ad targeting and post visibility, core service functionalities rely on centralized that historically involved foreign servers, limiting full user control over storage locations or third-party access without forgoing features like cross-regional messaging. Critics argue this represents a where enhanced utility in Asian markets necessitates tolerance of elevated surveillance risks, contrasting with stricter domestic norms, though LINE maintains that localized storage post-2021 addresses primary concerns.

Misuse in Illicit Activities

LINE has been exploited for various fraudulent schemes, particularly romance and scams in , where cases tripled to over 1,800 in the first eight months of 2024 compared to the prior year, with the majority conducted via the app following initial contacts on platforms like or . In July 2024, Japanese police arrested six individuals, including Japanese and Chinese nationals, for operating LINE-based rings that defrauded victims of millions of yen through deceptive messaging. Account takeovers via , where scammers lure users to fake verification pages to steal credentials, remain prevalent, enabling further such as unauthorized transactions or . Reported hacking incidents on LINE surged from zero to approximately 300 cases in by mid-2014, often involving credential theft for scams. Cyberbullying incidents frequently occur through LINE groups and OpenChat features, facilitating persistent ; for instance, a high school student endured relentless group attacks in May 2014 after issuing warnings to peers, highlighting the app's role in amplifying peer aggression. Surveys indicate that around half of Japanese children report negative experiences on LINE, contributing to a national rise in cases amid 517,163 total school bullying reports in 2020, many extending online via messaging apps. Sexual exploitation cases, including grooming or sharing illicit content in OpenChat rooms, have prompted moderation actions, with LINE's 2022 reports documenting removals for child-related violations and illegal content distribution, though underreporting persists due to victims' reluctance and the app's features. Other illicit uses include organizing illegal gambling, as seen in Thailand's 2024 crackdown targeting over 4,000 LINE accounts linked to such operations, and discussions of drug sales or fraud in moderated chats. Platform countermeasures involve user reporting tools, proactive content moderation removing thousands of violating posts quarterly, and cooperation with law enforcement, disclosing data for 2,574 investigations in the second half of 2022, primarily from Japanese authorities; however, critics note delays in response and limitations in anonymous OpenChat oversight exacerbate risks given the app's 200 million-plus users. Empirical data on prevalence is incomplete, as LINE's dominance in Japan and Southeast Asia heightens visibility of incidents, but scams and harassment are likely underreported, with official statistics capturing only prosecuted cases amid broader cybercrime trends.

Regulatory and Geopolitical Tensions

In March 2021, following revelations that Line user data had been stored on servers accessible by Chinese firms, the Japanese government suspended its use of the app for handling sensitive information, establishing a to develop usage guidelines. This action stemmed from concerns over potential unauthorized access by foreign entities, prompting similar restrictions by local governments and agencies. Subsequent incidents amplified scrutiny. A 2023 cyberattack compromised systems linked to Line affiliates, exposing data of approximately 510,000 users and leading to repeated administrative guidance from Japanese regulators in April 2024, urging (Line's operator) to sever financial ties with its South Korean parent, . The government rejected LY's initial security enhancement proposals as inadequate, mandating further reforms to mitigate risks of or data misuse tied to . In , a 2021 breach via Line compromised over 100 accounts, including those in the presidential office and cabinet, prompting an investigation into state-sponsored hacking and a subsequent ban on the app's use within the presidential office to address risks. This reflected broader sovereignty priorities, prioritizing protection of official communications amid geopolitical sensitivities with , where Line has faced blocks for non-compliance with data mandates. The push for Naver's divestment from Line escalated into bilateral tensions between and , with criticizing Tokyo's interventions as excessive pressure on a Korean firm, potentially harming improving diplomatic relations. Japanese officials framed the measures as essential for safeguarding user against foreign influence, echoing U.S. concerns over TikTok's Chinese ties, where fears of data exploitation by adversarial states prompted bans and forced divestitures. South Korean lawmakers, conversely, viewed the actions as overreach that could stifle cross-border innovation, dredging up historical grievances despite recent trilateral cooperation with the U.S. By mid-, SoftBank's acquisition of Naver's stake resolved the ownership dispute but underscored ongoing debates over balancing user privacy with state-driven controls.

Intellectual Property Conflicts

In 2016, Uniloc USA, Inc., a non-practicing entity known for patent assertion activities, filed a lawsuit against LINE Corporation in the United States District Court for the Eastern District of Texas, alleging infringement of two patents related to methods for initiating conference calls in software applications, specifically U.S. Patent Nos. 6,002,390 and RE42,432. The suit paralleled similar actions against competitors WeChat and KakaoTalk, targeting core telephony features integral to messaging apps' group communication capabilities. Public records do not disclose a final resolution for the LINE case, though an analogous claim against Kakao was dismissed following a motion challenging infringement validity. A more definitive conflict arose in , where Future Eye Co., Ltd. sued LINE for infringing Japanese No. 5,508,975, which covers specific techniques for displaying and interacting with message threads in mobile applications. In a 2021 judgment, the confirmed the infringement, determining that LINE's implementation directly utilized the patented method despite its limited overall impact on the app's functionality, and awarded damages to Future Eye, who had claimed 300 million JPY (approximately $2.7 million USD at the time). LINE reached a settlement with Future Eye shortly thereafter, pledging enhanced compliance with standards to mitigate future risks. LINE's LINE Creators Market platform, which enables user-generated sticker sales, incorporates rigorous pre-approval reviews to avert violations, rejecting submissions that resemble protected characters or designs from third parties, such as branded icons or copyrighted imagery. Instances of rejections for suspected infringement, including or works, demonstrate proactive enforcement, though no large-scale lawsuits stemming from marketplace content have been reported. This approach aligns with broader efforts to insulate the ecosystem from claims while fostering original creations. Feature overlaps with predecessors like —such as customizable stickers, voice-over-IP calls, and ephemeral messaging—have prompted informal critiques of imitation, yet no infringement suits have materialized, attributable to independent development paths post-LINE's 2011 launch amid Japan's disaster recovery needs and WhatsApp's parallel evolution under . These parallels exemplify driven by user expectations for cross-platform parity in commoditized functionalities, rather than . In messaging markets characterized by iteration, robust IP defenses safeguard substantial R&D outlays (LINE's annual engineering investments exceed hundreds of millions USD), but protracted litigation risks impeding adaptive enhancements that sustain competitive dynamism and forestall .

Business Impact and Reception

Economic Contributions and Revenue Streams

LINE generates revenue primarily through , digital stickers, in-app purchases, and diversified services such as LINE Pay for mobile payments and LINE Shopping for . includes display ads, sponsored messages, and official accounts used by businesses for promotions, while stickers—customizable digital images—account for a substantial portion of non- income, with users purchasing premium sets created by independent designers. In 2020, sticker sales alone generated approximately $200 million, supporting an of over 4 million creators who develop content for the platform. The company's total peaked at $2.36 billion in , reflecting a 56% year-over-year increase driven by expanded in core messaging and ancillary services amid post-pandemic recovery. As part of following the 2023 merger with (Yahoo Japan), LINE's operations contribute to the parent's consolidated , which reached 1.92 trillion (approximately $12.8 billion USD) for fiscal year 2024, with growth in commerce and strategic segments including LINE Yahoo services showing 5-22% increases in recent quarters. This integration has enhanced LINE's capabilities, incorporating and mini-apps that indirectly boost ad through higher user engagement. LINE's model has fostered economic activity in by enabling local developers and merchants to integrate services, spurring and without reliance on external subsidies, in contrast to some competitors dependent on infusions for scaling. The platform's sticker and merchandise ecosystem, including physical stores, has created opportunities for regional creators and retailers, contributing to indirect job growth in and retail sectors across , , and . In recent periods, in-app purchase revenue from stickers and related has hovered around $13-18 million monthly, underscoring sustained monetization from .

User and Critic Evaluations

Users have provided mixed evaluations of LINE, with average ratings of 3.4 out of 5 stars on based on over 14 million reviews and 3.3 out of 5 on the from approximately 17,000 reviews as of late 2025. In core Asian markets like , praise centers on its practical utility for free voice and video calls, straightforward friend addition via QR codes, and expansive sticker collections that facilitate expressive, culturally attuned communication. These features contribute to its dominance, with users noting ease of interface and reliability for daily interactions despite not matching the polish of Western alternatives. Criticisms from users frequently target technical shortcomings, including laggy performance in calls, excessive storage consumption, sluggish , and the absence of basic functions like message editing even in 2025, alongside intrusive ads embedded directly in conversations. detractors point to mandatory phone number verification, limited concurrent logins, and perceived vulnerabilities in handling, which amplify concerns over ad-driven personalization. Tech experts acknowledge LINE's innovations, such as its pioneering sticker ecosystem and hidden chat options that enhance user engagement in social contexts, but often contrast these with inadequacies, including backend access risks that undermine end-to-end encryption's effectiveness and foster ongoing trust erosion. Reviews from outlets like highlight suboptimal voice quality and simplicity as trade-offs for broader accessibility, while cautioning against reliance for sensitive exchanges compared to more robust alternatives. Empirical retention in and demonstrates loyalty driven by entrenched network effects, where functional benefits prevail over isolated flaws.

Broader Societal Influence

LINE's development and rapid adoption in Japan were catalyzed by its utility during the March 2011 Tōhoku earthquake and tsunami, when public telephone networks experienced severe congestion from voice call overload, rendering them unreliable for emergency coordination. The app's text-based and low-bandwidth features enabled users to exchange location updates, safety confirmations, and resource information via data connections that remained operational, thereby establishing early trust in private-sector tools for crisis response over strained government and carrier infrastructures. This role in facilitating real-time, decentralized communication during the disaster—where over 15,000 lives were lost and infrastructure was devastated—positioned LINE as a symbol of technological resilience, influencing expectations for apps to serve infrastructural gaps in future emergencies. In everyday Japanese society, LINE has permeated cultural norms through its sticker system, which offers over thousands of customizable, emotive icons that align with preferences for indirect, harmonious expression rooted in collectivist values. Users frequently employ these stickers—often featuring "kawaii" (cute) characters—to soften critiques, convey politeness, or navigate group dynamics without overt confrontation, subtly shaping interpersonal etiquette in a manner akin to non-verbal cues in face-to-face interactions. With daily active users exceeding 78% of the population as of early 2025, the app's integration into routines from family check-ins to business coordination has normalized private digital platforms as extensions of social infrastructure, reducing reliance on traditional landlines or email. While enabling financial access through LINE Pay's integration for transfers and merchant payments—contributing to Japan's cashless transition amid low rates under 2%—the platform has drawbacks, including facilitation of via closed group chats where exclusion or targeted messaging exploits social pressures. Reports indicate rising incidents among , with half of surveyed elementary students citing negative experiences on LINE, such as or fear of for non-participation, amplifying echo-like in peer networks. Over the long term, LINE's crisis-era performance models private-sector agility in outpacing public networks during overloads, advocating for hybrid public-private frameworks in national resilience strategies rather than solely state-controlled systems.

References

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