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HomeTechnologyMeta's VR for Kids: Risks, Controls, and Parental Choice

Meta’s VR for Kids: Risks, Controls, and Parental Choice


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Meta, formerly known as Facebook, has announced that it will allow children as young as 10 to use its virtual reality (VR) headsets, the Meta Quest 2 and 3. However, this permission comes with a catch: parental consent is required. In a recent blog post, the tech giant stated that there is a wide range of engaging and educational content available for children, although the long-term health effects of VR on young users are still uncertain.

The introduction of parent-managed Meta accounts means that parents will have the authority to approve their children’s VR usage and control which applications they can access, as well as set time limits. Detailed information about these features will be available in the “family center” section of user accounts.

Addressing concerns about data collection, Meta assured users that information gathered from 10-, 11-, and 12-year-olds using their VR products will be used solely to provide age-appropriate experiences. Furthermore, the company stated that it does not serve ads to this age group. Parents will have the option to decide whether their child’s data is used to enhance the VR experience, and they will also have the ability to delete their child’s account and associated data.

It is important to note that the deletion of data should be handled responsibly, unlike some previous instances where major tech companies retained children’s data despite requests for deletion. The Federal Trade Commission (FTC) is keeping a close watch on such practices to ensure user privacy and data protection.

Ultimately, the decision of whether VR is appropriate for children lies with parents. While Meta claims that there is no evidence of harm caused by VR usage, there remains a lack of independent studies specifically focusing on children using modern headsets. To its credit, Meta acknowledges the potential risks associated with VR in a provided document.

These risks include the weight of the headsets, which may be more burdensome for children compared to adults, as well as the possibility of eye strain and nausea. However, in each section discussing these risks, Meta concludes by stating that no evidence of harm has been found. Given the company’s track record of questionable transparency regarding the negative impact of its products on users, it is essential for parents to exercise caution and critically assess these claims.

One of the most concerning aspects mentioned in the document is the potential blurring of a child’s “reality distinctions.” While it is natural for young children to have a blurred line between reality and fantasy, the immersive nature of VR experiences today, with their photorealistic environments, presents an entirely new level of immersion.

If you decide to allow your child to explore VR, it can indeed be an enjoyable experience for everyone involved. VR has the potential to offer incredible possibilities. However, it is crucial to remember that even adults can experience negative effects from VR, both in the short term and with prolonged exposure. It is advisable to engage in open conversations with your child about VR and to be mindful of the duration and intensity of their engagement with this technology. When a company like Meta acknowledges the existence of risks, it is important to take those warnings seriously.

As the VR landscape continues to evolve rapidly, it is vital for researchers and experts to conduct more independent studies on the effects of VR on children. This will help parents make informed decisions about the appropriateness of VR for their children’s age group. Until then, it is recommended that parents remain vigilant, keep track of their children’s VR experiences, and prioritize their well-being above all else.

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