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META Quest 3 - Page 18

META Quest 3
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18
Children’s Development and Virtual
Content. Children using virtual content and
systems face some risks, particularly children
who are younger in age or smaller-sized.
Ensuring proper fit ( Getting the Right Fit)
can reduce some of these risks.
Minimum Age for Accounts.
Body size, strength and movement
patterns. Children typically have smaller
head sizes and reduced neck strength
compared to adults. The smaller or younger
a child is, the heavier the headset may feel.
This means that movement, particularly
neck movement, requires more effort
for these children compared with adults.
Additionally, children tend to use their
whole bodies while in virtual content, which
could result in neck, back and leg strain,
especially after intense or prolonged use.
Eyes. The distance between a child’s pupils
(called interpupillary distance, or IPD) may
be smaller than the distance between
the parts of your headset’s lenses that
help focus (called interaxial distance, or
IAD). If the lenses cannot be adjusted to
fit your child ( Getting the Right Fit),
there is a greater risk of symptoms such
as eye strain, blurry vision, headaches or
nausea. Younger children’s visual systems
are still developing and may be negatively
impacted by using virtual content.
Seizures. Underlying seizure conditions may
be discovered with children’s use of virtual
content. Seizure Risk and Seizures
Understanding reality. Younger children
may have difficulty understanding that
virtual experiences are not happening in
the physical world. They may respond both
physically and psychologically based on
what they experience in the virtual world.
Monitor and Ensure Appropriate Use
Prolonged use by children should be avoided,
as this could negatively impact hand-eye
coordination, balance or multi-tasking ability,
or create other risks of injury/negative effects.

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