Children and young people represent a significant part of the users of digital projects, including a significant group of Internet users. These statistics have increased significantly over the past two years, when during the pandemic most of our activities — including education and maintaining social connections — moved online. At the same time, it is the youngest audiences that are most willing to experiment and show the greatest curiosity about what technological innovations, including VR, bring. However, there is a lack of clear opinions on the use of VR headset by young people and the impact of virtual reality on the well-being and development of the youngest recipients of digital experiences.
We will look at the results of analyses presented by researchers presenting the impact of VR and the perception of digital worlds on youth, in an attempt to outline a safe framework for the use of technology in cultural and educational projects.