Meta has announced that it will soon allow children as young as 10 to use its Meta Quest 2 and 3 virtual reality (VR) headsets, with parental consent. In a recent blog post, Meta highlighted the availability of a wide range of engaging and educational apps and games for kids, although the impact of VR on children’s health is still under debate. The company plans to introduce parent-managed Meta accounts, where parents can approve app usage and set time limits for their preteen children. The necessary information for parents will be accessible through the “family center” section of their Meta accounts.
Regarding data collection, Meta stated that information collected about 10- to 12-year-olds through its Meta Quest products will be used to provide an age-appropriate experience. Meta assured users that it does not serve ads to this age group, and parents will have the option to decide whether their child’s data is used to enhance the experience. Additionally, parents can delete their child’s account along with all associated data.
Meta acknowledged potential hazards associated with VR use by children, such as the weight of the headsets, eye strain, and nausea. While the company emphasized that it has found no evidence of harm, it provided a document outlining these potential risks. However, Meta has faced criticism regarding the handling of negative effects caused by its products, raising concerns about its trustworthiness.
One notable concern mentioned is the potential blurring of a child’s “reality distinctions.” Although reality and fantasy often intertwine in early childhood, the advent of immersive displays and photorealistic worlds in VR raises new considerations.
If parents choose to allow their children to experience VR, Meta encourages open communication and emphasizes the need to exercise caution. Even adults can experience negative effects from VR, both immediately and with prolonged exposure. Meta’s acknowledgement of risks serves as a reminder to parents to be mindful of their child’s engagement with this technology.