Meta Quest 10+: What Parents Need to Know About the New Age Recommendation

Meta, the parent company of Facebook, is expanding the audience for its Quest virtual reality (VR) headsets by lowering the age requirement for Quest 2 and 3 accounts. Later this year, the age limit will be reduced from 13 to 10, with the introduction of parent-controlled accounts. Kids will need parental approval to set up accounts, download apps, and block access to existing software. Parents will also have the ability to set time limits for device usage.

To address privacy concerns, Meta claims to have implemented strict privacy controls. It will provide age-appropriate app store experiences and recommendations if parents voluntarily provide their child’s age. Ads will not be served to children, and parents will have the choice to opt-in or opt-out of data collection for personalized experiences. Meta Horizon profiles for younger users will be private by default, requiring approval for follows and active status updates. However, the requirement for users of Horizon Worlds to be 13 and older remains in place.

Meta presents this move as a positive development for education, highlighting the potential for virtual science lessons and educational games. The company points out that most educational titles on the store are rated for ages 10 and older, ensuring a variety of content is available.

Despite Meta’s efforts to comply with regulations like the Children’s Online Privacy Protection Act (COPPA), concerns about safety persist. VR apps, particularly social ones, can be susceptible to issues such as harassment and abuse. While Meta cannot fully protect young users from what occurs within third-party apps, it claims to be discussing its plans with regulators to address potential risks.

There are also concerns regarding the overall impact of VR headset usage on children’s health. Optometrist Dr. Nathan Cheung from Duke University highlights the potential for eye and neck strain, particularly for children with smaller bodies and developing eyes. Additionally, the effects of VR on depth perception and focusing have not been extensively researched. While the technology is not definitively dangerous for children, its long-term safety remains uncertain.

As Meta extends its reach to younger users, it will need to address safety and health concerns to ensure a positive and secure experience for children using VR headsets. Ongoing collaboration with regulators, continuous monitoring of third-party apps, and further research on the effects of VR on children’s health will be crucial for Meta’s success in this new venture.