Meta Quest: Facebook Expands Access to VR Headsets, Reducing Minimum Age Requirement to Ten Years

Meta Quest: Facebook lowers the minimum age for VR headsets to ten years

Facebook’s parent company, Meta, has announced that it will be lowering the minimum age for its virtual reality (VR) headsets, Meta Quest 2 and 3, to 10 years old. This change will be implemented later this year and initially only applies to the United States. Last year, Meta launched the “Family Center” in the US, allowing parents to monitor their children’s activities on Meta platforms for ages 13 to 18. However, this feature has not yet been introduced in Germany.

The decision to lower the age limit for VR headsets is aimed at providing age-appropriate content and experiences for younger children. Meta promises a range of “engrossing and educational apps, games, and more” that are approved for children aged 10 and older. These include exploring the depths of the ocean and taking virtual journeys to historical places. Meta emphasizes that content management will be in the hands of parents, who can set time limits and adjust privacy settings for their children.

Facebook has faced criticism in the past for not doing enough to protect children and teenagers on its platforms. Whistleblower Frances Haugen highlighted the company’s relentless campaigns to exploit young users and the negative impact of Instagram on the mental health of teenagers. In addition, the Metaverse has been criticized for sexual assaults on children.

While the physical effects of long-term VR headset use have been studied, the specific effects on children are not well understood. Vision development continues until around the age of 13, and the impact of VR on children’s brains is still largely unknown. Lowering the age limit for VR headsets raises concerns, especially considering Facebook’s need to regain the attention of younger users who are turning to platforms like TikTok.

Overall, Meta’s move to lower the age limit for VR headsets reflects its efforts to appeal to a wider audience and provide more engaging experiences for children. However, concerns remain about the potential effects on children’s development and the need for adequate safeguards to protect young users.

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