Virtual Reality: The Surprising Resilience of Young People
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Research from Leiden University has revealed that children and teenagers are surprisingly resilient to virtual reality unwanted effects. A brand new study by Nina Krupljanin and her team found that youngsters and teenagers barely experience the motion sickness that usually plagues adults in virtual reality.
Key Findings
The study, which included 85 participants between ages 8 and 17, showed minimal reports of common VR unwanted effects like dizziness and headaches. This is especially noteworthy because adults steadily suffer from these symptoms, especially during VR experiences involving artificial movement. The young participants were completely comfortable with the VR headsets and grasped the tasks effortlessly, becoming deeply immersed within the cartoon-style virtual environments.
Digital Literacy and Curiosity
Krupljanin suggests that kid’s higher digital literacy will be the reason for his or her resilience to VR unwanted effects. “They are inclined to ask fewer questions and are more willing to explore through trial and error,” she explains. “Growing up with digital media seems to foster curiosity and reduce fear of creating mistakes.” Every child showed high motivation to participate, an important factor when considering therapeutic applications.
Using VR to Fight Trauma-Related Shame
While VR therapy research for adults continues to expand, our understanding of its effects on children stays limited. Krupljanin’s current project, called SHINE-VR (Shame Intervention Virtual Reality), goals to assist young people cope with trauma-related shame through self-compassion training. The program offers transient, but powerful experiences designed to construct self-compassion skills.
How SHINE-VR Works
“In SHINE-VR, participants enter a virtual world where they find out about shame and easy methods to apply self-compassion,” Krupljanin explains. “They interact with virtual peers who’ve also experienced interpersonal trauma, discussing shared themes and difficult emotions. This helps them feel understood and fewer alone.” The research highlights VR’s therapeutic potential, allowing users to securely practice difficult real-world scenarios while wearing a headset.
The Age Question: When Should Kids Start Using VR?
The appropriate age for youngsters to start using VR stays controversial, with no definitive long-term research to guide us. Manufacturer guidelines vary widely, and fogeys should give attention to their child’s individual physical and mental maturity quite than these guidelines. The age recommendations could also be influenced by firms’ desire to expand their user base quite than solid research on safety and development.
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Conclusion
In conclusion, the study by Leiden University has shown that young persons are surprisingly resilient to virtual reality unwanted effects. With the potential for VR for use therapeutically, it is crucial to think about the person physical and mental maturity of youngsters when introducing them to VR technology. As research continues to expand, we may uncover more advantages and applications of VR for young people.
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Sources: University of Leiden