skip to main content
research-article
Open Access

Exploring the Perspectives of Social VR-Aware Non-Parent Adults and Parents on Children's Use of Social Virtual Reality

Published:26 April 2024Publication History
Skip Abstract Section

Abstract

Social Virtual Reality (VR), where people meet in virtual spaces via 3D avatars, is used by children and adults alike. Children experience new forms of harassment in social VR where it is often inaccessible to parental oversight. To date, there is limited understanding of how parents and non-parent adults within the child social VR ecosystem perceive the appropriateness of social VR for different age groups and the measures in place to safeguard children. We present results of a mixed-methods questionnaire (N=149 adults, including 79 parents) focusing on encounters with children in social VR and perspectives towards children's use of social VR. We draw novel insights on the frequency of social VR use by children under 13 and current use of, and future aspirations for, child protection interventions. Compared to non-parent adults, parents familiar with social VR propose lower minimum ages and are more likely to allow social VR without supervision. Adult users experience immaturity from children in social VR, while children face abuse, encounter age-inappropriate behaviours and self-disclose to adults. We present directions to enhance the safety of social VR through pre-planned controls, real-time oversight, post-event insight and the need for evidence-based guidelines to support parents and platforms around age-appropriate interventions.

Skip Supplemental Material Section

Supplemental Material

References

  1. 2018. 5Rights. https://5rightsframework.com/ Last Accessed: 09-08--2022.Google ScholarGoogle Scholar
  2. 2022. Advertising & Media Markets -- AR & VR. Retrieved December 10, 2022 from https://www.statista.comGoogle ScholarGoogle Scholar
  3. 2022. Comfort and Safety - Rec Room. https://recroom.com/safety Last Accessed: 30-08--2022.Google ScholarGoogle Scholar
  4. 2022. Community Guidelines - VRChat. https://hello.vrchat.com/community-guidelines Last Accessed: 22-07--2022.Google ScholarGoogle Scholar
  5. 2022. User safety and moderation - AltspaceVR | Microsoft Docs. https://docs.microsoft.com/en-us/windows/mixedreality/ altspace-vr/user-safety Last Accessed: 30-08--2022.Google ScholarGoogle Scholar
  6. 2022. VRChat Safety and Trust System. https://docs.vrchat.com/docs/vrchat-safety-and-trust-system Last Accessed: 30-08--2022.Google ScholarGoogle Scholar
  7. n.d.. Health and Safety | HTC United States. https://www.htc.com/us/sunrise-safety-guide/ Last Accessed: 22-07--2022.Google ScholarGoogle Scholar
  8. n.d.. MMO Stats - Population & Player Count of Online Games. https://mmostats.com/ Last Accessed: 19--11--2022.Google ScholarGoogle Scholar
  9. n.d.. Oculus Safety Centre | Oculus. https://www.oculus.com/safety-center/ Last Accessed: 22-07--2022.Google ScholarGoogle Scholar
  10. n.d.. A Parent's Guide to Rec Room - Rec Room. https://recroom.com/parents-guide Last Accessed: 22-07--2022.Google ScholarGoogle Scholar
  11. n.d.. Use of parental controls | ICO. https://ico.org.uk/for-organisations/childrens-code-hub/how-to-use-ourguidance- for-standard-one-best-interests-of-the-child/children-s-code-best-interests-framework/use-of-parentalcontrols/# recommendations Last Accessed: 09-08--2022.Google ScholarGoogle Scholar
  12. n.d.. VRChat (App) · Steam Charts · SteamDB. https://steamdb.info/app/438100/graphs/ Last Accessed: 19--11--2022.Google ScholarGoogle Scholar
  13. Suzan Ali, Mounir Elgharabawy, Quentin Duchaussoy, Mohammad Mannan, and Amr Youssef. 2021. Parental Controls: Safer Internet Solutions or New Pitfalls? IEEE Security and Privacy (2021). https://doi.org/10.1109/MSEC.2021.3076150Google ScholarGoogle ScholarCross RefCross Ref
  14. Jakki O. Bailey, Jeremy N. Bailenson, Jelena Obradovi?, and Naomi R. Aguiar. 2019. Virtual reality's effect on children's inhibitory control, social compliance, and sharing. Journal of Applied Developmental Psychology 64 (2019), 101052. https://doi.org/10.1016/j.appdev.2019.101052Google ScholarGoogle ScholarCross RefCross Ref
  15. Christopher Ball, Kuo-Ting Huang, and Jess Francis. 2021. Virtual reality adoption during the COVID-19 pandemic: A uses and gratifications perspective. Telematics and Informatics 65 (2021), 101728. https://doi.org/10.1016/j.tele.2021. 101728Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Miguel Barreda-Ángeles and Tilo Hartmann. 2022. Psychological benefits of using social virtual reality platforms during the covid-19 pandemic: The role of social and spatial presence. Computers in Human Behavior 127 (2022), 107047. https://doi.org/10.1016/j.chb.2021.107047Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Laura Beals and Marina Umaschi Bers. 2009. A Developmental Lens for Designing Virtual Worlds for Children and Youth. International Journal of Learning and Media 1 (2 2009), 51--65. Issue 1. https://doi.org/10.1162/IJLM.2009.0001Google ScholarGoogle ScholarCross RefCross Ref
  18. Lindsay Blackwell, Nicole Ellison, Natasha Elliott-Deflo, and Raz Schwartz. 2019. Harassment in Social Virtual Reality: Challenges for Platform Governance. Proc. ACM Hum.-Comput. Interact. 3, CSCW, Article 100 (nov 2019), 25 pages. https://doi.org/10.1145/3359202Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Lindsay Blackwell, Emma Gardiner, and Sarita Schoenebeck. 2016. Managing expectations: Technology tensions among parents and teens. Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW 27 (2 2016), 1390--1401. https://doi.org/10.1145/2818048.2819928Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Danah Boyd and Eszter Hargittai. 2010. Facebook privacy settings: Who cares? First Monday 15, 8 (Jul. 2010). https://doi.org/10.5210/fm.v15i8.3086Google ScholarGoogle ScholarCross RefCross Ref
  21. Danah Boyd and Eszter Hargittai. 2013. Connected and concerned: Variation in parents' online safety concerns. Policy & Internet 5 (9 2013), 245--269. Issue 3. https://doi.org/10.1002/1944--2866.POI332Google ScholarGoogle ScholarCross RefCross Ref
  22. Danah M. Boyd. 2007. Why youth (heart) Social network sites: the role of networked publics in teenage social life. MacArthur Foundation Series on Digital Learning -- Youth, Identity, and Digital Media 7641 (2007), 1--26. Issue 41. https://doi.org/10.1162/DMAL.9780262524834.119Google ScholarGoogle ScholarCross RefCross Ref
  23. Karen S Budd. 2001. Assessing Parenting Competence in Child Protection Cases: A Clinical Practice Model. Issue 1.Google ScholarGoogle Scholar
  24. Lynn Schofield Clark. 2012. 75Identity 2.0: Young People and Digital and Mobile Media. In The Parent App: Understanding Families in the Digital Age. Oxford University Press. https://doi.org/10.1093/acprof:oso/9780199899616.003.0004 arXiv:https://academic.oup.com/book/0/chapter/150322210/chapter-agpdf/ 44982177/book_6470_section_150322210.ag.pdfGoogle ScholarGoogle ScholarCross RefCross Ref
  25. Lynn Schofield Clark. 2012. Parenting in a Digital Age: The Mediatization of Family Life and the Need to Act. In The Parent App: Understanding Families in the Digital Age. Oxford University Press, 201--226. https://doi.org/ 10.1093/acprof:oso/9780199899616.003.0009 arXiv:https://academic.oup.com/book/0/chapter/150328769/chapter-agpdf/ 44982173/book_6470_section_150328769.ag.pdfGoogle ScholarGoogle ScholarCross RefCross Ref
  26. Lynn Schofield Clark. 2012. Risk, Media, and Parenting in a Digital Age. In The Parent App: Understanding Families in the Digital Age. Oxford University Press, 3--27. https://doi.org/10. 1093/acprof:oso/9780199899616.003.0001Google ScholarGoogle Scholar
  27. Heather M. Clarke and Lorne M. Sulsky. 2019. The Impact of Gender Stereotypes on the Appraisal of Civic Virtue Performance. Journal of Research in Gender Studies 9 (2019). https://heinonline.org/HOL/Page?handle=hein.journals/ jogenst9&id=221&div=19&collection=journalsGoogle ScholarGoogle Scholar
  28. Caitlin R. Costello and Danielle E. Ramo. 2017. Social Media and Substance Use: What Should We Be Recommending to Teens and Their Parents? Journal of Adolescent Health 60 (6 2017), 629--630. Issue 6. https://doi.org/10.1016/j. jadohealth.2017.03.017Google ScholarGoogle ScholarCross RefCross Ref
  29. Lorrie Faith Cranor, Adam L Durity, Abigail Marsh, and Blase Ur. 2014. Parents' and Teens' Perspectives on Privacy In a Technology-Filled World. (2014).Google ScholarGoogle Scholar
  30. Marie Danet. 2020. Parental Concerns about their School-aged Children's Use of Digital Devices. Journal of Child and Family Studies 29 (10 2020). https://doi.org/10.1007/s10826-020-01760-yGoogle ScholarGoogle ScholarCross RefCross Ref
  31. Elmira Deldari, Diana Freed, Julio Poveda, and Yaxing Yao. 2023. An Investigation of Teenager Experiences in Social Virtual Reality from Teenagers', Parents', and Bystanders' Perspectives. 1--17 pages. https://www.usenix.org/ conference/soups2023/presentation/deldariGoogle ScholarGoogle Scholar
  32. Nyaz Didehbani, Tandra Allen, Michelle Kandalaft, Daniel Krawczyk, and Sandra Chapman. 2016. Virtual Reality Social Cognition Training for children with high functioning autism. Computers in Human Behavior 62 (9 2016), 703--711. https://doi.org/10.1016/J.CHB.2016.04.033Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. Lisa A Elkin, Paul G Allen, Matthew Kay, James J Higgins, and Jacob O Wobbrock. 2021. An Aligned Rank Transform Procedure for Multifactor Contrast Tests; An Aligned Rank Transform Procedure for Multifactor Contrast Tests. 15 (2021). Issue 21. https://doi.org/10.1145/3472749.3474784Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Lee B. Erickson, Pamela Wisniewski, Heng Xu, John M. Carroll, Mary Beth Rosson, and Daniel F. Perkins. 2016. The boundaries between: Parental involvement in a teen's online world. Journal of the Association for Information Science and Technology 67, 6 (2016), 1384--1403. https://doi.org/10.1002/asi.23450 arXiv:https://asistdl.onlinelibrary.wiley.com/doi/pdf/10.1002/asi.23450Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Cristina Fiani, Robin Bretin, Mark Mcgill, and Mohamed Khamis. 2023. Big Buddy: Exploring Child Reactions and Parental Perceptions towards a Simulated Embodied Moderating System for Social Virtual Reality. In Proceedings of the 22nd Annual ACM Interaction Design and Children Conference (Chicago, IL, USA) (IDC '23). Association for Computing Machinery, New York, NY, USA, 1--13. https://doi.org/10.1145/3585088.3589374Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. John C. Flanagan. 1954. The critical incident technique. Psychological Bulletin 51 (7 1954), 327--358. Issue 4. https://doi.org/10.1037/H0061470Google ScholarGoogle ScholarCross RefCross Ref
  37. Guo Freeman, Samaneh Zamanifard, Divine Maloney, and Dane Acena. 2022. Disturbing the Peace: Experiencing and Mitigating Emerging Harassment in Social Virtual Reality. Proc. ACM Hum.-Comput. Interact. 6, CSCW1, Article 85 (apr 2022), 30 pages. https://doi.org/10.1145/3512932Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Andrea Gaggioli. 2018. Virtually Social. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 21 (5 2018), 338--339. Issue 5. https://doi.org/10.1089/CYBER.2018.29112.CSIGoogle ScholarGoogle ScholarCross RefCross Ref
  39. Barry Glassner. 1999. The culture of fear: Why Americans are afraid of the wrong things. Basic Books. xix--xxviii pages.Google ScholarGoogle Scholar
  40. Patricia M. Greenfield. 2004. Developmental considerations for determining appropriate Internet use guidelines for children and adolescents. Journal of Applied Developmental Psychology 25, 6 (2004), 751--762. https://doi.org/10. 1016/j.appdev.2004.09.008 Developing Children, Developing Media - Research from Television to the Internet from the Children's Digital Media Center: A Special Issue Dedicated to the Memory of Rodney R. Cocking.Google ScholarGoogle ScholarCross RefCross Ref
  41. Heidi Hartikainen, Netta Iivari, and Marianne Kinnula. 2016. Should We design for control, trust or involvement? A discourses survey about children's online safety. Proceedings of IDC 2016 - The 15th International Conference on Interaction Design and Children (6 2016), 367--378. https://doi.org/10.1145/2930674.2930680Google ScholarGoogle ScholarDigital LibraryDigital Library
  42. Alexis Hiniker, Sarita Y. Schoenebeck, and Julie A. Kientz. 2016. Not at the dinner table: Parents' and children's perspectives on family technology rules. Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW 27 (2 2016), 1376--1389. https://doi.org/10.1145/2818048.2819940Google ScholarGoogle ScholarDigital LibraryDigital Library
  43. Brittany Huber, Kate Highfield, and Jordy Kaufman. 2018. Detailing the digital experience: Parent reports of children's media use in the home learning environment. British Journal of Educational Technology 49 (9 2018), 821--833. Issue 5. https://doi.org/10.1111/BJET.12667Google ScholarGoogle ScholarCross RefCross Ref
  44. Mizuko Ito, Sonja Baumer, Matteo Bittanti, danah boyd, Rachel Cody, Becky Herr Stephenson, Heather A. Horst, Patricia G. Lange, Dilan Mahendran, Katynka Z. Martínez, C. J. Pascoe, Dan Perkel, Laura Robinson, Christo Sims, and Lisa Tripp. 2018. Gaming. In Hanging Out, Messing Around, and Geeking Out. The MIT Press, Chapter 5. https://doi.org/10.7551/MITPRESS/8402.001.0001Google ScholarGoogle ScholarCross RefCross Ref
  45. Polyxeni Kaimara, Andreas Oikonomou, and Ioannis Deliyannis. 2021. Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns. Virtual Reality 2021 26:2 26 (8 2021), 697--735. Issue 2. https://doi.org/10.1007/S10055-021-00563-WGoogle ScholarGoogle ScholarDigital LibraryDigital Library
  46. Marijn Mado, Géraldine Fauville, Hanseul Jun, Elise Most, Carlyn Strang, and Jeremy N. Bailenson. 2022. Accessibility of Educational Virtual Reality for Children During the COVID-19 Pandemic. Technology, Mind, and Behavior 3 (3 2022). Issue 1. https://doi.org/10.1037/TMB0000066Google ScholarGoogle ScholarCross RefCross Ref
  47. Divine Maloney, Guo Freeman, and Andrew Robb. 2020. It Is Complicated: Interacting with Children in Social Virtual Reality. Proceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VRW 2020 (3 2020), 343--347. https://doi.org/10.1109/VRW50115.2020.00075Google ScholarGoogle ScholarCross RefCross Ref
  48. Divine Maloney, Guo Freeman, and Andrew Robb. 2020. A Virtual Space for All: Exploring Children's Experience in Social Virtual Reality. CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 472--483. https://doi.org/10.1145/3410404.3414268Google ScholarGoogle ScholarDigital LibraryDigital Library
  49. Divine Maloney, Guo Freeman, and Andrew Robb. 2021. Stay Connected in An Immersive World: Why Teenagers Engage in Social Virtual Reality. Proceedings of Interaction Design and Children, IDC 2021, 69--79. https://doi.org/ 10.1145/3459990.3460703Google ScholarGoogle ScholarDigital LibraryDigital Library
  50. Joshua McVeigh-Schultz, Elena Márquez Segura, Nick Merrill, and Katherine Isbister. 2018. What's It Mean to "Be Social" in VR? Mapping the Social VR Design Ecology. In Proceedings of the 2018 ACM Conference Companion Publication on Designing Interactive Systems (Hong Kong, China) (DIS '18 Companion). Association for Computing Machinery, New York, NY, USA, 289--294. https://doi.org/10.1145/3197391.3205451Google ScholarGoogle ScholarDigital LibraryDigital Library
  51. Jenifer Miehlbradt, Luigi F. Cuturi, Silvia Zanchi, Monica Gori, and Silvestro Micera. 2021. Immersive virtual reality interferes with default head--trunk coordination strategies in young children. Scientific Reports 11 (12 2021), 17959. Issue 1. https://doi.org/10.1038/s41598-021--96866--8Google ScholarGoogle ScholarCross RefCross Ref
  52. Peter E. Morris and Catherine O. Fritz. 2013. Effect sizes in memory research. http://dx.doi.org/10.1080/09658211.2013.763984 21 (10 2013), 832--842. Issue 7. https://doi.org/10.1080/09658211.2013. 763984Google ScholarGoogle ScholarCross RefCross Ref
  53. Lorelli S. Nowell, Jill M. Norris, Deborah E. White, and Nancy J. Moules. 2017. Thematic Analysis: Striving to Meet the Trustworthiness Criteria. https://doi.org/10.1177/1609406917733847 16 (10 2017). Issue 1. https://doi.org/10.1177/ 1609406917733847Google ScholarGoogle ScholarCross RefCross Ref
  54. Candice L. Odgers, Stephen M. Schueller, and Mimi Ito. 2020. Screen Time, Social Media Use, and Adolescent Development. Annual Review of Developmental Psychology 2, 1 (2020), 485--502. https://doi.org/10.1146/annurevdevpsych- 121318-084815Google ScholarGoogle ScholarCross RefCross Ref
  55. Joseph O'Hagan, Julie R. Williamson, Mark McGill, and Mohamed Khamis. 2021. Safety, Power Imbalances, Ethics and Proxy Sex: Surveying In-The-Wild Interactions Between VR Users and Bystanders. In 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). 211--220. https://doi.org/10.1109/ISMAR52148.2021.00036Google ScholarGoogle ScholarCross RefCross Ref
  56. Liliana Pasquale, Paola Zippo, Cliona Curley, Brian O'Neill, and Marina Mongiello. 2022. Digital Age of Consent and Age Verification: Can They Protect Children? IEEE Software 39, 3 (2022), 50--57. https://doi.org/10.1109/MS.2020.3044872Google ScholarGoogle ScholarCross RefCross Ref
  57. Sonia Livingstone Ph.D. and Ellen J. Helsper Ph.D. 2008. Parental Mediation of Children's Internet Use. Journal of Broadcasting & Electronic Media 52, 4 (2008), 581--599. https://doi.org/10.1080/08838150802437396Google ScholarGoogle ScholarCross RefCross Ref
  58. Andy Phippen. 2022. Protecting children in the metaverse: it's easy to blame big tech, but we all have a role to play. (3 2022). https://blogs.lse.ac.uk/parenting4digitalfuture/ Last Accessed: 02--10--2023.Google ScholarGoogle Scholar
  59. Jenny S. Radesky, Caroline Kistin, Staci Eisenberg, Jamie Gross, Gabrielle Block, Barry Zuckerman, and Michael Silverstein. 2016. Parent Perspectives on Their Mobile Technology Use: The Excitement and Exhaustion of Parenting while Connected. Journal of Developmental and Behavioral Pediatrics 37 (2016), 694--701. Issue 9. https://doi.org/10. 1097/DBP.0000000000000357Google ScholarGoogle ScholarCross RefCross Ref
  60. John T.E. Richardson. 2011. Eta squared and partial eta squared as measures of effect size in educational research. Educational Research Review 6, 2 (2011), 135--147. https://doi.org/10.1016/j.edurev.2010.12.001Google ScholarGoogle ScholarCross RefCross Ref
  61. James A. Russell. 1980. A circumplex model of affect. Journal of Personality and Social Psychology 39 (12 1980), 1161--1178. Issue 6. https://doi.org/10.1037/H0077714Google ScholarGoogle ScholarCross RefCross Ref
  62. Hinduja Sameer. n.d. Child Grooming and the Metaverse -- Issues and Solutions - Cyberbullying Research Center. https://cyberbullying.org/child-grooming-metaverse Last Accessed: 02--10--2023.Google ScholarGoogle Scholar
  63. Kelsea Schulenberg, Lingyuan Li, Guo Freeman, Samaneh Zamanifard, and Nathan J. McNeese. 2023. Towards Leveraging AI-based Moderation to Address Emergent Harassment in Social Virtual Reality. (2023), 17. https://doi.org/10.1145/3544548.3581090Google ScholarGoogle ScholarDigital LibraryDigital Library
  64. Beatrice Sciacca, Derek A. Laffan, James O'Higgins Norman, and Tijana Milosevic. 2022. Parental mediation in pandemic: Predictors and relationship with children's digital skills and time spent online in Ireland. Computers in Human Behavior 127 (2 2022), 107081. https://doi.org/10.1016/j.chb.2021.107081Google ScholarGoogle ScholarDigital LibraryDigital Library
  65. Julia Slupska and Leonie Maria Tanczer. 2021. Threat Modeling Intimate Partner Violence: Tech Abuse as a Cybersecurity Challenge in the Internet of Things. The Emerald International Handbook of Technology-Facilitated Violence and Abuse (6 2021), 663--688. https://doi.org/10.1108/978--1--83982--848--520211049Google ScholarGoogle ScholarCross RefCross Ref
  66. Martina Smahelova, Dana Juhová, Ivo Cermak, and David Smahel. 2017. Mediation of young children's digital technology use: The parents' perspective. Cyberpsychology: Journal of Psychosocial Research on Cyberspace 11, 3 (Nov. 2017), Article 4. https://doi.org/10.5817/CP2017--3--4Google ScholarGoogle ScholarCross RefCross Ref
  67. Constance Steinkuehler. 2016. Parenting and Video Games. Journal of Adolescent & Adult Literacy 59, 4 (2016), 357--361. https://doi.org/10.1002/jaal.455 arXiv:https://ila.onlinelibrary.wiley.com/doi/pdf/10.1002/jaal.455Google ScholarGoogle ScholarCross RefCross Ref
  68. Philipp Sykownik, Divine Maloney, Guo Freeman, and Maic Masuch. 2022. Something Personal from the Metaverse: Goals, Topics, and Contextual Factors of Self-Disclosure in Commercial Social VR. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI '22). Association for Computing Machinery, New York, NY, USA, Article 632, 17 pages. https://doi.org/10.1145/3491102.3502008Google ScholarGoogle ScholarDigital LibraryDigital Library
  69. Leonie Maria Tanczer, Isabel López-Neira, and Simon Parkin. 2021. ?I feel likewe're really behind the game': perspectives of the United Kingdom's intimate partner violence support sector on the rise of technology-facilitated abuse. Journal of Gender-Based Violence 5 (10 2021), 431--450. Issue 3. https://doi.org/10.1332/239868021X16290304343529Google ScholarGoogle ScholarCross RefCross Ref
  70. Wen-Jie Tseng, Elise Bonnail, Mark McGill, Mohamed Khamis, Eric Lecolinet, Samuel Huron, and Jan Gugenheimer. 2022. The Dark Side of Perceptual Manipulations in Virtual Reality. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI '22). Association for Computing Machinery, New York, NY, USA, Article 612, 15 pages. https://doi.org/10.1145/3491102.3517728Google ScholarGoogle ScholarDigital LibraryDigital Library
  71. Patti M. Valkenburg, Adrian Meier, and Ine Beyens. 2022. Social media use and its impact on adolescent mental health: An umbrella review of the evidence. Current Opinion in Psychology 44 (4 2022), 58--68. https://doi.org/10.1016/j. copsyc.2021.08.017Google ScholarGoogle ScholarCross RefCross Ref
  72. Graham Wilson and Mark McGill. 2018. Violent video games in virtual reality: Re-evaluating the impact and rating of interactive experiences. CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (10 2018), 73--85. https://doi.org/10.1145/3242671.3242684Google ScholarGoogle ScholarDigital LibraryDigital Library
  73. Pamela Wisniewski, Haiyan Jia, Heng Xu, Mary Beth Rosson, and John Carroll. 2014. ?Preventative" vs.?Reactive:" How Parental Mediation Influences Teens' Social Media Privacy Behaviors. (01 2014).Google ScholarGoogle Scholar
  74. Minyue Zhang, Hongwei Ding, Meri Naumceska, and Yang Zhang. 2022. Virtual Reality Technology as an Educational and Intervention Tool for Children with Autism Spectrum Disorder: Current Perspectives and Future Directions. Behavioral Sciences 2022, Vol. 12, Page 138 12 (5 2022), 138. Issue 5. https://doi.org/10.3390/BS12050138Google ScholarGoogle ScholarCross RefCross Ref
  75. Serkan Çankaya and Hatice Ferhan Odaba?i. 2009. Parental controls on children's computer and Internet use. Procedia - Social and Behavioral Sciences 1 (1 2009), 1105--1109. Issue 1. https://doi.org/10.1016/J.SBSPRO.2009.01.199Google ScholarGoogle ScholarCross RefCross Ref

Index Terms

  1. Exploring the Perspectives of Social VR-Aware Non-Parent Adults and Parents on Children's Use of Social Virtual Reality

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in

    Full Access

    • Article Metrics

      • Downloads (Last 12 months)121
      • Downloads (Last 6 weeks)121

      Other Metrics

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader