![]() ![]() Meta provides parents some guidance about proper usage of VR headsets on its website. Meta, which has come under renewed scrutiny in the United States in recent months for the impact its social networks have on kids, is now facing questions from UK regulators about the safety of its VR headsets for kids. While the headsets are popping up in more homes, several models, including the Quest 2, lack established parental controls like time limits and maturing settings for profiles that you can find on a traditional video game console or a service like Netflix. But the Oculus app that complements the headset shot to the top spot in Apple’s App Store rankings on Christmas day, indicating a spike in headsets received as holiday gifts.) (Meta, the company formerly known as Facebook, which acquired Oculus in 2014, doesn’t release its VR headset sales figures. While demographic data isn’t available, Urbani suspects that lots of kids received them as holiday gifts. IDC believes the Quest 2 makes up more than three-quarters of those headsets. Tech market researcher IDC forecast shipments of 9.4 million VR headsets in 2021, 3.6 million of which were expected to ship out during the holiday season, research manager Jitesh Ubrani said. And the number of kids who use it is only likely to increase after the most recent holiday season.Ĭooper Albrecht, 8, and Rylee Albrecht, 10, play with their new Oculus Quest 2 headsets that they purchased in December using Christmas money. More kids have access to VR headsets than ever before - and with it, access to a still-niche but expanding virtual world of games, avatar-driven hangouts, and many more activities. ![]() Roach is one of a growing number of parents navigating a new frontier in technology, and learning as they go. ![]() He also stopped letting his three oldest children (Peyton, now 12, and his 11- and 14-year-old brothers) play that game. Roach, who lives in Kansas City, Missouri and works as community manager for VR-based learning platform Edstutia, sat down with Peyton at the time and talked about what had happened. “It bothered me in a way it doesn’t on flat screens even, because they’re doing it with their hands in physical presence,” he said. It didn’t matter that it was a single-player game, which meant that the characters weren’t represented by other human players. Roach knew when Peyton looked down in VR he was seeing a weapon held in virtual hands, not just a plastic game controller. But for Roach - who spotted this gory scene while monitoring his son’s VR gaming on a computer screen that mirrored what Peyton was doing with an Oculus Quest 2 headset - it felt uncomfortably real. Last summer, Allen Roach saw something that really disturbed him: His then-11-year-old son, Peyton, used a sword to slice off the arms and legs of characters in a virtual reality medieval fantasy game, Blade & Sorcery, then threw the dismembered digital bodies off a bridge. ![]()
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