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Meta recently made an announcement that will allow children between the ages of 10 and 12 to interact with others in virtual reality (VR) as long as they have their parents’ approval. This new feature will be introduced in an upcoming update, which will enable parents to individually add approved contacts for their children to chat with, call, and join in parent-approved VR experiences. This move by Meta aims to familiarize younger users with VR technology, potentially increasing their usage as they grow older. Additionally, it positions Meta to compete with other popular platforms like Roblox and Microsoft’s Minecraft, which are both favored by young users.

To ensure safety, users will only become approved contacts once a parent adds them. Parents will have the ability to manage approved contacts by adding them to their child’s Following and Followers list. Children can also request a follower to become an approved contact, and parents retain the option to delete an approved contact at any time. It is worth noting that Meta previously lowered the recommended age for using its Quest headset from 13 to 10 and introduced parent-managed accounts for children aged 10 to 12 to access age-appropriate VR experiences.

Despite the exciting prospects of introducing VR interaction for kids, concerns around the safety of children using this technology persist among parents, rights groups, and researchers. The risks associated with VR are still relatively unknown due to its newer status as a technology. These safety concerns have prompted calls for increased vigilance and protective measures from companies like Meta, TikTok, and Snapchat.

Meta’s decision to incorporate social features into children’s accounts on Quest comes at a time when social media companies are facing mounting pressure from Congress to prioritize child safety on their platforms. By allowing children to engage in VR experiences with parental approval, Meta is taking steps to strike a balance between innovation and responsibility in catering to younger users.

In conclusion, Meta’s introduction of VR interaction for children aged 10 to 12 with parental approval marks a significant development in the realm of virtual reality technology. By enabling younger users to engage in VR experiences, Meta is not only expanding its user base but also addressing safety concerns through parental oversight. As the landscape of VR technology continues to evolve, it is crucial for companies like Meta to prioritize the well-being and protection of children using their platforms.