VR headset 3D display health effects more serious than expected

Virtual reality (VR) headsets have raised concerns about potential health risks, though research on the topic remains limited. As technology advances, these devices are becoming increasingly popular among users of all ages. In response to growing public interest and usage, a team of researchers from the University of Leeds in the UK decided to investigate the possible effects of VR on children's health. They conducted a study with kids aged 8 to 12, observing their reactions after playing VR games for 20 minutes. Mark Mon-Williams, a professor of cognitive psychology at the university, highlighted in a recent article that VR systems display a 3D environment on a 2D screen, which can cause visual discomfort. In adults, this often leads to headaches or eye strain. However, the long-term impact on children is still unclear. "The human visual system isn't fully developed until later in life, so what might be tolerable for adults could have different consequences for kids," he explained. Led by researcher Faisal Mushtaq, the Leeds team found that some children experienced temporary vision and balance issues after short VR sessions. The study revealed a disruption in stereo acuity—the ability to judge distances accurately—and a decline in balance immediately after using the headset. Although no serious vision damage was detected, the effects were noticeable and lasted for a short period. These findings suggest that VR use may have more significant health implications for children than previously thought. It’s not just children who face challenges with VR. Adults also report symptoms like dizziness, nausea, and disorientation, often referred to as "VR sickness." Additionally, the current limitations in VR hardware and internet bandwidth can further reduce the quality of the experience, making it less immersive and potentially more uncomfortable. In an interview, Mushtaq emphasized the importance of understanding the risks before allowing widespread use among young users. “If we want to make sure that children can safely enjoy the benefits of virtual reality, we need solid scientific evidence to support its safe use,” he said. As VR continues to evolve, ongoing research will be essential to ensure that its development keeps pace with user safety.

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