Effects of Virtual Reality Use in Children 10- to 12-Years-Old
Poster Presentation: Friday, May 16, 2025, 3:00 – 5:00 pm, Banyan Breezeway
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Ashley M. Clark1 (), Karol Silva1, Nichole Breeland1, Ilke Oztekin1, Rachel Kelly1; 1Exponent
Virtual Reality (VR) offers children immersive experiences in various environments, yet the impact of moderate and sustained VR use on visual functioning is not fully understood. This study evaluated the safety of VR exposure on children's visual functioning, with particular focus on several key aspects: visual acuity, stereoacuity, vergence facility, and accommodative response. Further, postural balance and visual/muscular discomfort were also assessed. Methods: Fifty participants, aged 10- to 12-years-old, engaged in 60-minute VR sessions for four consecutive days. Visual assessments were conducted at three time points: baseline (Day-1), after four days of daily VR use (Day-4), and following a break from VR use (Day-5). Visual assessments included visual acuity, stereoacuity, vergence facility, and accommodative response. Balance was evaluated using standardized postural stability tests and participants reported on their visual/muscular discomfort levels (e.g., symptoms of visually-induced motion sickness). Results: No significant changes were observed in visual acuity, stereoacuity, or vergence facility throughout the study, suggesting that moderate VR use over a period of four consecutive days does not show a significant impact on visual functioning in children. Accommodative response showed variability after VR exposure, consistent with previous research indicating that children possess a broader accommodative range compared to adults. These changes are not typically considered clinically significant and remained within normative values for this age group. Balance assessments revealed no significant alterations in postural stability from baseline to post- VR exposure. There were no significant changes in self-reported visual/musculoskeletal discomfort across the study period. Conclusion: These findings suggest that moderate, repeated VR use does not negatively affect visual functioning or balance in children. The study contributes to the growing body of evidence on the safety of VR use in pediatric populations. This research provides valuable insights into the potential use of VR in both educational and recreational contexts for children.
Acknowledgements: The current study was sponsored by Meta Platforms, Inc.