iBet uBet web content aggregator. Adding the entire web to your favor.
iBet uBet web content aggregator. Adding the entire web to your favor.



Link to original content: https://unpaywall.org/10.1145/3628516.3655804
Is Your Family Ready for VR? Ethical Concerns and Considerations in Children's VR Usage | Proceedings of the 23rd Annual ACM Interaction Design and Children Conference skip to main content
10.1145/3628516.3655804acmconferencesArticle/Chapter ViewAbstractPublication PagesidcConference Proceedingsconference-collections
research-article

Is Your Family Ready for VR? Ethical Concerns and Considerations in Children's VR Usage

Published: 17 June 2024 Publication History

Abstract

Virtual Reality (VR) has emerged as a transformative technology to revolutionize education, socialization, and entertainment. However, alongside its promising applications, concerns about potential risks, particularly for young children, have surfaced. We conducted a survey and interview study with 55 parents and 67 children aged 7-13, to identify ethical concerns and design considerations for VR usage in youth populations. This study contributes to the HCI community by providing empirical insights into the ethical concerns surrounding children’s VR usage, as viewed from both children’s and their parents’ perspectives. These insights stem directly from their perceptions of the risks, benefits, and considerations associated with VR across various usage scenarios. Additionally, our research offers valuable design and research implications for the development of responsible VR practices that balance the advantages and potential risks for children and their families.

References

[1]
2023. Supplemental Meta Platforms Technologies Terms of Service. https://www.meta.com/legal/supplemental-terms-of-service/
[2]
2024. Safer VR spaces for your family on Meta Quest.
[3]
Mamtaj Akter, Amy J Godfrey, Jess Kropczynski, Heather R Lipford, and Pamela J Wisniewski. 2022. From Parental Control to Joint Family Oversight: Can Parents and Teens Manage Mobile Online Safety and Privacy as Equals?Proceedings of the ACM on Human-Computer Interaction 6, CSCW1 (2022), 1–28.
[4]
Paola Araiza-Alba, Therese Keane, and Jordy Kaufman. 2022. Are we ready for virtual reality in K–12 classrooms?Technology, Pedagogy and Education 31, 4 (2022), 471–491.
[5]
Aura. 2023. Aura Parental Controls. https://buy.aura.com
[6]
Myeong-Hun Bae. 2023. The Effect of a Virtual Reality-Based Physical Education Program on Physical Fitness among Elementary School Students. Iranian Journal of Public Health 52, 2 (2023), 371.
[7]
Jakki O Bailey and Jeremy N Bailenson. 2017. Considering virtual reality in children’s lives. Journal of Children and Media 11, 1 (2017), 107–113.
[8]
Jakki O. Bailey and Isabella Schloss. 2023. “Awesomely freaky!” The impact of type on children’s social-emotional perceptions of virtual reality characters. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems(CHI ’23). Association for Computing Machinery, New York, NY, USA, 1–10. https://doi.org/10.1145/3544548.3581501
[9]
Bark Technologies, Inc.2023. Bark - Internet Safety for Kids. https://www.bark.us
[10]
Marguerite Barry, Kevin Doherty, Jose Marcano Belisario, Josip Car, Cecily Morrison, and Gavin Doherty. 2017. mHealth for Maternal Mental Health: Everyday Wisdom in Ethical Design. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (Denver, Colorado, USA) (CHI ’17). Association for Computing Machinery, New York, NY, USA, 2708–2756. https://doi.org/10.1145/3025453.3025918
[11]
Valentin Bauer, Ali Adjorlu, Linnea Bjerregaard Pedersen, Tifanie Bouchara, and Stefania Serafin. 2023. Music Therapy in Virtual Reality for Autistic Children with Severe Learning Disabilities. In Proceedings of the 29th ACM Symposium on Virtual Reality Software and Technology(VRST ’23). Association for Computing Machinery, New York, NY, USA, 1–9. https://doi.org/10.1145/3611659.3615713
[12]
Dawid Bedrunka, Katarzyna Buchta, Patryk Szary, Katarzyna Maniakowska, Pawel Kiper, Anna Rutkowska, and Sebastian Rutkowski. 2019. The effect of virtual reality exercise on physical fitness. Medical Rehabilitation 23 (2019), 4–9.
[13]
Linda Liska Belgrave and Kapriskie Seide. 2019. Coding for grounded theory. The SAGE handbook of current developments in grounded theory (2019), 167–185.
[14]
Marcella Bellani, L Fornasari, Luca Chittaro, and P Brambilla. 2011. Virtual reality in autism: state of the art. Epidemiology and psychiatric sciences 20, 3 (2011), 235–238.
[15]
[15] Stine Hansen Bendiksen and Lisa Jørgensen. 2016. Balancing the virtual reality experience: A study of human reactions with the Oculus Rift DK2. B.S. thesis.
[16]
Karl-Emil Kjær Bilstrup, Magnus Høholt Kaspersen, Mille Skovhus Lunding, Marie-Monique Schaper, Maarten Van Mechelen, Mariana Aki Tamashiro, Rachel Charlotte Smith, Ole Sejer Iversen, and Marianne Graves Petersen. 2022. Supporting Critical Data Literacy in K-9 Education: Three Principles for Enriching Pupils’ Relationship to Data. In Proceedings of the 21st Annual ACM Interaction Design and Children Conference (Braga, Portugal) (IDC ’22). Association for Computing Machinery, New York, NY, USA, 225–236. https://doi.org/10.1145/3501712.3530783
[17]
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/10.1145/3359202
[18]
Dana Blanco, Rachel M Roberts, Anne Gannoni, and Steve Cook. 2023. Assessment and treatment of mental health conditions in children and adolescents: A systematic scoping review of how virtual reality environments have been used. Clinical Child Psychology and Psychiatry (2023), 13591045231204082.
[19]
Marianne Boenink, Tsjalling Swierstra, and Dirk Stemerding. 2010. Anticipating the interaction between technology and morality: A scenario study of experimenting with humans in bionanotechnology. Studies in ethics, law, and technology 4, 2 (2010).
[20]
N Borgers and JJ Hox. 2000. Reliability of responses in questionnaire research with children. In fifth international conference on logic and methodology, Cologne, Germany.
[21]
Peter Börjesson, Wolmet Barendregt, Eva Eriksson, and Olof Torgersson. 2015. Designing technology for and with developmentally diverse children: a systematic literature review. In Proceedings of the 14th international conference on interaction design and children. 79–88.
[22]
Philip Brey. 2017. Ethics of emerging technology. The ethics of technology: Methods and approaches (2017), 175–191.
[23]
Philip AE Brey. 2012. Anticipatory ethics for emerging technologies. NanoEthics 6, 1 (2012), 1–13.
[24]
Julie Carmigniani, Borko Furht, Marco Anisetti, Paolo Ceravolo, Ernesto Damiani, and Misa Ivkovic. 2011. Augmented reality technologies, systems and applications. Multimedia Tools and Applications 51, 1 (Jan. 2011), 341–377. https://doi.org/10.1007/s11042-010-0660-6
[25]
Yingying Chu. 2022. The Application of VR Technology in Traditional Culture and Art Immersive Teaching for Chinese Children. In Proceedings of the 13th International Conference on Education Technology and Computers (Wuhan, China) (ICETC ’21). Association for Computing Machinery, New York, NY, USA, 99–104. https://doi.org/10.1145/3498765.3498780
[26]
Lachlan D. Urquhart and Peter J. Craigon. 2021. The Moral-IT Deck: a tool for ethics by design. Journal of Responsible Innovation 8, 1 (2021), 94–126.
[27]
Aayushi Dangol and Sayamindu Dasgupta. 2023. Constructionist approaches to critical data literacy: A review. In Proceedings of the 22nd Annual ACM Interaction Design and Children Conference. 112–123.
[28]
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(IDC ’23). Association for Computing Machinery, New York, NY, USA, 1–13. https://doi.org/10.1145/3585088.3589374
[29]
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/10.1145/3512932
[30]
Ceenu George, Mohamed Khamis, Daniel Buschek, and Heinrich Hussmann. 2019. Investigating the third dimension for authentication in immersive virtual reality and in the real world. In 2019 ieee conference on virtual reality and 3d user interfaces (vr). IEEE, 277–285.
[31]
Jonathan Gershon, Elana Zimand, Melissa Pickering, Barbara Olasov Rothbaum, and Larry Hodges. 2004. A pilot and feasibility study of virtual reality as a distraction for children with cancer. Journal of the American Academy of Child and Adolescent Psychiatry 43, 10 (Oct. 2004), 1243–1249. https://doi.org/10.1097/01.chi.0000135621.23145.05
[32]
Kosar Ghaddaripouri, Seyyedeh Fatemeh Mousavi Baigi, Nazanin Noori, and Mohammad Reza Mazaheri Habibi. 2022. Investigating the effect of virtual reality on reducing the anxiety in children: A systematic review. Frontiers in Health Informatics 11, 1 (2022), 114.
[33]
José Gutiérrez-Maldonado, Brenda K Wiederhold, and Giuseppe Riva. 2016. Future directions: how virtual reality can further improve the assessment and treatment of eating disorders and obesity. Cyberpsychology, Behavior, and Social Networking 19, 2 (2016), 148–153.
[34]
Daniel A Guttentag. 2010. Virtual reality: Applications and implications for tourism. Tourism management 31, 5 (2010), 637–651.
[35]
M. Hankala, M. Kankaanranta, K. Kepler-Uotinen, R. Rousi, and S. Mehtälä. 2017. Towards a scenario of virtual mental health environments for school-aged children. In Proceedings of the 21st International Academic Mindtrek Conference(AcademicMindtrek ’17). Association for Computing Machinery, New York, NY, USA, 239–242. https://doi.org/10.1145/3131085.3131100
[36]
Kristan Harris and Denise Reid. 2005. The influence of virtual reality play on children’s motivation. Canadian journal of occupational therapy 72, 1 (2005), 21–29.
[37]
Yasmeen Hashish, Andrea Bunt, and James E Young. 2014. Involving children in content control: a collaborative and education-oriented content filtering approach. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 1797–1806.
[38]
Juan Pablo Hourcade, Elizabeth Bonsignore, Tamara Clegg, Flannery Currin, Jerry A Fails, Georgie Qiao Jin, Summer R Schmuecker, and Lana Yarosh. 2023. Ethics of Emerging Communication and Collaboration Technologies for Children. In Companion Publication of the 2023 Conference on Computer Supported Cooperative Work and Social Computing. 560–562.
[39]
Yuxuan Huang, Danhua Zhang, and Evan Suma Rosenberg. 2023. DBA: Direction-Based Authentication in Virtual Reality. In 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 953–954.
[40]
Dhruv Jain, Sasa Junuzovic, Eyal Ofek, Mike Sinclair, John R. Porter, Chris Yoon, Swetha Machanavajhala, and Meredith Ringel Morris. 2021. Towards Sound Accessibility in Virtual Reality. In Proceedings of the 2021 International Conference on Multimodal Interaction (Montréal, QC, Canada) (ICMI ’21). Association for Computing Machinery, New York, NY, USA, 80–91. https://doi.org/10.1145/3462244.3479946
[41]
Qiao Jin, Yu Liu, Svetlana Yarosh, Bo Han, and Feng Qian. 2022. How Will VR Enter University Classrooms? Multi-stakeholders Investigation of VR in Higher Education. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems(CHI ’22). Association for Computing Machinery, New York, NY, USA, 1–17. https://doi.org/10.1145/3491102.3517542
[42]
Qiao Jin, Yu Liu, Ye Yuan, Lana Yarosh, and Evan Suma Rosenberg. 2020. VWorld: an immersive VR system for learning programming. In Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts(IDC ’20). Association for Computing Machinery, New York, NY, USA, 235–240. https://doi.org/10.1145/3397617.3397843
[43]
Andrew Johnson, Thomas Moher, and Stellan Ohlsson. 1999. The round earth project: collaborative VR for elementary school kids. In International Conference on Computer Graphics and Interactive Techniques: ACM SIGGRAPH 99 Conference abstracts and applications, Vol. 8. 90–93.
[44]
Robert Kail. 2000. Speed of information processing: Developmental change and links to intelligence. Journal of School Psychology 38, 1 (2000), 51–61.
[45]
Polyxeni Kaimara, Andreas Oikonomou, and Ioannis Deliyannis. 2022. Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns. Virtual Reality 26, 2 (2022), 697–735.
[46]
Saba Kawas, Nicole S Kuhn, Kyle Sorstokke, Emily Bascom, Alexis Hiniker, and Katie Davis. 2021. When Screen Time Isn’t Screen Time: Tensions and Needs Between Tweens and Their Parents During Nature-Based Exploration. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. 1–14.
[47]
Robert S Kennedy, Kay M Stanney, and William P Dunlap. 2000. Duration and exposure to virtual environments: sickness curves during and across sessions. Presence: Teleoperators & Virtual Environments 9, 5 (2000), 463–472.
[48]
Ben Kenwright. 2018. Virtual reality: ethical challenges and dangers [opinion]. IEEE Technology and Society Magazine 37, 4 (2018), 20–25.
[49]
Xin Lei, Andong Zhang, Bingcheng Wang, and Pei-Luen Patrick Rau. 2018. Can virtual reality help children learn mathematics better? The application of vr headset in children’s discipline education. In Cross-Cultural Design. Applications in Cultural Heritage, Creativity and Social Development: 10th International Conference, CCD 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part II 10. Springer, 60–69.
[50]
Alice Lin, Charles Chen, and Fuhua (Frank) Cheng. 2022. Improving the Emotional Health of Juveniles with VR Game. In Proceedings of the 14th International Conference on Computer Modeling and Simulation(ICCMS ’22). Association for Computing Machinery, New York, NY, USA, 194–200. https://doi.org/10.1145/3547578.3547608
[51]
Sonia Livingstone. 2018. Children: a special case for privacy?Intermedia 46, 2 (2018), 18–23.
[52]
Sonia Livingstone, Mariya Stoilova, and Rishita Nandagiri. 2019. Children’s data and privacy online: growing up in a digital age: an evidence review. (2019).
[53]
Melanie J. Maas and Janette M. Hughes. 2020. Virtual, augmented and mixed reality in K–12 education: a review of the literature. Technology, Pedagogy and Education 29, 2 (March 2020), 231–249. https://doi.org/10.1080/1475939X.2020.1737210 Publisher: Routledge _eprint: https://doi.org/10.1080/1475939X.2020.1737210.
[54]
Divine Maloney, Guo Freeman, and Andrew Robb. 2020. It Is Complicated: Interacting with Children in Social Virtual Reality. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). 343–347. https://doi.org/10.1109/VRW50115.2020.00075
[55]
Florian Mathis, John Williamson, Kami Vaniea, and Mohamed Khamis. 2020. Rubikauth: Fast and secure authentication in virtual reality. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems. 1–9.
[56]
Rahel Maué and Rahel Flechtner. 2022. “Hopohopo”: A Virtual Reality Awareness Application about Social Anxiety Disorder. In Proceedings of Mensch und Computer 2022(MuC ’22). Association for Computing Machinery, New York, NY, USA, 420–424. https://doi.org/10.1145/3543758.3547550
[57]
Joan McComas, Jayne Pivik, and Marc Laflamme. 1998. Current uses of Virtual Reality for children with disabilities. Virtual environments in clinical psychology and neuroscience: Methods and techniques in advanced patient-therapist interaction 58 (1998), 161.
[58]
Tehila Minkus, Kelvin Liu, and Keith W Ross. 2015. Children seen but not heard: When parents compromise children’s online privacy. In Proceedings of the 24th international conference on World Wide Web. 776–786.
[59]
James H Moor. 2005. Why we need better ethics for emerging technologies. Ethics and information technology 7, 3 (2005), 111–119.
[60]
Michael Muller. 2014. Curiosity, creativity, and surprise as analytic tools: Grounded theory method. In Ways of Knowing in HCI. Springer, 25–48.
[61]
Elin Palm and Sven Ove Hansson. 2006. The case for ethical technology assessment (eTA). Technological forecasting and social change 73, 5 (2006), 543–558.
[62]
Eli Peli. 1990. Visual issues in the use of a head-mounted monocular display. Optical Engineering 29, 8 (1990), 883–892.
[63]
Katharina Petri, Kuno Feuerstein, Svea Folster, Florian Bariszlovich, and Kerstin Witte. 2020. Effects of Age, Gender, Familiarity with the Content, and Exposure Time on Cybersickness in Immersive Head-mounted Display Based Virtual Reality. American Journal of Biomedical Sciences (April 2020), 107–121. https://doi.org/10.5099/aj200200107
[64]
Yehuda Pollak, Patricia L Weiss, Albert A Rizzo, Merav Weizer, Liron Shriki, Ruth S Shalev, and Varda Gross-Tsur. 2009. The utility of a continuous performance test embedded in virtual reality in measuring ADHD-related deficits. Journal of Developmental & Behavioral Pediatrics 30, 1 (2009), 2–6.
[65]
Monika Pölönen, Toni Järvenpää, and Beatrice Bilcu. 2013. Stereoscopic 3D entertainment and its effect on viewing comfort: Comparison of children and adults. Applied ergonomics 44, 1 (2013), 151–160.
[66]
Yvonne Rogers, Mike Scaife, Silvia Gabrielli, Hilary Smith, and Eric Harris. 2002. A conceptual framework for mixed reality environments: Designing novel learning activities for young children. Presence 11, 6 (2002), 677–686.
[67]
Maria Roussos, Mark G Gillingham, and T Moher. 1998. Evaluation of an immersive collaborative virtual learning environment for K-12 education. In Roundtable at the American Educational Research Association Annual Meeting, San Diego, CA.
[68]
Maria Roussou. 2004. Learning by doing and learning through play: an exploration of interactivity in virtual environments for children. Computers in Entertainment (CIE) 2, 1 (2004), 10–10.
[69]
Maria Roussou, Martin Oliver, and Mel Slater. 2006. The virtual playground: an educational virtual reality environment for evaluating interactivity and conceptual learning. Virtual reality 10 (2006), 227–240.
[70]
Charlotte Brasic Royeen. 1985. Adaptation of Likert scaling for use with children. The Occupational Therapy Journal of Research 5, 1 (1985), 59–69.
[71]
Simon K Rushton and Patricia M Riddell. 1999. Developing visual systems and exposure to virtual reality and stereo displays: some concerns and speculations about the demands on accommodation and vergence. Applied Ergonomics 30, 1 (1999), 69–78.
[72]
Samsung. 2023. Samsung Gear VR Child Safety Information. https://www.samsung.com/uk/support/mobile-devices/is-the-gear-vr-safe-for-children/#: :text=This%20product%20should%20not%20be, critical%20period%20in%20visual%20development.
[73]
Sofia Serholt and Wolmet Barendregt. 2016. Robots Tutoring Children: Longitudinal Evaluation of Social Engagement in Child-Robot Interaction. In Proceedings of the 9th Nordic Conference on Human-Computer Interaction (Gothenburg, Sweden) (NordiCHI ’16). Association for Computing Machinery, New York, NY, USA, Article 64, 10 pages. https://doi.org/10.1145/2971485.2971536
[74]
Shahnaz Shahrbanian, Xiaoli Ma, N. Aghaei, N. Korner-Bitensky, Keivan Moshiri, and M. Simmonds. 2012. Use of virtual reality (immersive vs. non immersive) for pain management in children and adults: A systematic review of eviden ce from randomized controlled trials. https://www.semanticscholar.org/paper/Use-of-virtual-reality-(immersive-vs.-non-for-pain-Shahrbanian-Ma/2243177916644b0c509d94c59eac9cecfe5fd7db
[75]
Shahnaz Shahrbanian, Xiaoli Ma, Najaf Aghaei, Nicol Korner-Bitensky, Keivan Moshiri, and Maureen J Simmonds. 2012. Use of virtual reality (immersive vs. non immersive) for pain management in children and adults: A systematic review of evidence from randomized controlled trials. Eur J Exp Biol 2, 5 (2012), 1408–22.
[76]
Benjamin Shmueli and Ayelet Blecher-Prigat. 2010. Privacy for children. Colum. Hum. Rts. L. Rev. 42 (2010), 759.
[77]
Dorothy Strickland, Lee M Marcus, Gary B Mesibov, and Kerry Hogan. 1996. Brief report: Two case studies using virtual reality as a learning tool for autistic children. Journal of autism and developmental disorders 26 (1996), 651–659.
[78]
Xinyi Su and Shuo Yan. 2023. NoPhobiar: Designing A VR Game to Prevent Childhood Dark Phobia with Children and Stakeholders. In Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems(CHI EA ’23). Association for Computing Machinery, New York, NY, USA, 1–6. https://doi.org/10.1145/3544549.3585733
[79]
Rosemary A Thompson 2012. Nurturing future generations: Promoting resilience in children and adolescents through social, emotional and cognitive skills. Routledge.
[80]
Lawrence Tychsen and Paul Foeller. 2018. Effects of immersive virtual reality viewing on young children: visuomotor function, postural stability and visually induced motion sickness. Journal of American Association for Pediatric Ophthalmology and Strabismus { JAAPOS} 22, 4 (2018), e5.
[81]
Lawrence Tychsen and Paul Foeller. 2020. Effects of immersive virtual reality headset viewing on young children: Visuomotor function, postural stability, and motion sickness. American journal of ophthalmology 209 (2020), 151–159.
[82]
Jessica Van Brummelen, Maura Kelleher, Mingyan Claire Tian, and Nghi Nguyen. 2023. What Do Children and Parents Want and Perceive in Conversational Agents? Towards Transparent, Trustworthy, Democratized Agents. 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, 187–197. https://doi.org/10.1145/3585088.3589353
[83]
Marieke Van Rooij, Adam Lobel, Owen Harris, Niki Smit, and Isabela Granic. 2016. DEEP: A biofeedback virtual reality game for children at-risk for anxiety. In Proceedings of the 2016 CHI conference extended abstracts on human factors in computing systems. 1989–1997.
[84]
Aditya Vishwanath, Matthew Kam, and Neha Kumar. 2017. Examining Low-Cost Virtual Reality for Learning in Low-Resource Environments. In Proceedings of the 2017 Conference on Designing Interactive Systems (Edinburgh, United Kingdom) (DIS ’17). Association for Computing Machinery, New York, NY, USA, 1277–1281. https://doi.org/10.1145/3064663.3064696
[85]
Theresa F. Wechsler, Martin Brockelmann, Konstantin Kulik, Felicitas M. Kopf, Martin Kocur, Michael Lankes, Andreas Mühlberger, and Christian Wolff. 2021. SpEYEders: Adults’ and children’s affective responses during immersive playful gaze interactions transforming virtual spiders. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play(CHI PLAY ’21). Association for Computing Machinery, New York, NY, USA, 74–79. https://doi.org/10.1145/3450337.3483463
[86]
Donna L Wong and Connie M Baker. 2001. Smiling face as anchor for pain intensity scales. Pain 89, 2 (2001), 295–297.
[87]
Svetlana Yarosh, Panos Markopoulos, and Gregory D Abowd. 2014. Towards a questionnaire for measuring affective benefits and costs of communication technologies. In Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing. 84–96.
[88]
Yuhang Zhao, Edward Cutrell, Christian Holz, Meredith Ringel Morris, Eyal Ofek, and Andrew D Wilson. 2019. SeeingVR: A set of tools to make virtual reality more accessible to people with low vision. In Proceedings of the 2019 CHI conference on human factors in computing systems. 1–14.

Index Terms

  1. Is Your Family Ready for VR? Ethical Concerns and Considerations in Children's VR Usage

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Conferences
      IDC '24: Proceedings of the 23rd Annual ACM Interaction Design and Children Conference
      June 2024
      1049 pages
      ISBN:9798400704420
      DOI:10.1145/3628516
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

      Sponsors

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 17 June 2024

      Permissions

      Request permissions for this article.

      Check for updates

      Badges

      • Honorable Mention

      Author Tags

      1. Children
      2. Ethic
      3. Ethical Concerns
      4. Family
      5. Social VR
      6. Virtual Reality

      Qualifiers

      • Research-article
      • Research
      • Refereed limited

      Funding Sources

      Conference

      IDC '24
      Sponsor:
      IDC '24: Interaction Design and Children
      June 17 - 20, 2024
      Delft, Netherlands

      Acceptance Rates

      Overall Acceptance Rate 172 of 578 submissions, 30%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • 0
        Total Citations
      • 270
        Total Downloads
      • Downloads (Last 12 months)270
      • Downloads (Last 6 weeks)64
      Reflects downloads up to 03 Nov 2024

      Other Metrics

      Citations

      View Options

      Get Access

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      HTML Format

      View this article in HTML Format.

      HTML Format

      Media

      Figures

      Other

      Tables

      Share

      Share

      Share this Publication link

      Share on social media