Virtual Reality 101 Report: Kids and VR
Common Sense released a new report "Virtual Reality 101 - Kids and VR."
Virtual reality has the potential to have a strong impact on children because the response to virtual reality is similar to the actual experience.
Psychological attendance is a feeling of “existence” and is a “real experience” brought about by technological adjustment. While other media technologies can produce this feeling, none of them can compete with VR.
The long-term effects of immersive VR on brain development and health in children remain unclear, but most parents are concerned, and experts believe that it should be moderate and regulated. 60% of parents said they are at least somewhat worried about the negative health of their children when using VR. And the lack of research on the physical and mental health effects of children.
Only one in five American parents said they have VR (21%) at home, and most people do not have plans to purchase VR hardware (65%). However, American children are very interested in VR, and parents are more contradictory. A 2017 survey showed that 70% of American children (8-15 years old) are interested in the VR experience, as well as 64% of parents. Despite this, parents' concerns are still a lot when actually buying VR devices.
The characters in the VR experience may have a greater impact on young children, far more than the characters on TV. This effect can be either good or bad. Therefore, parents must understand the impact of characters on children in VR and carefully screen interactions.
It is worth noting that students have a greater enthusiasm for learning when using VR, but they do not necessarily learn more knowledge than games through VR.
VR is potentially beneficial to children's emotional development, although most parents are skeptical about this. In fact, only 38% of parents believe that VR has such potential.
In selecting VR content, parents should consider whether they want their children to have the same experience in the real world, otherwise there may be conflicts between virtual reality and real reality.