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== Concerns and challenges == ===Health and safety=== There are many health and safety considerations of virtual reality. A number of unwanted symptoms have been caused by prolonged use of virtual reality,<ref>{{cite book |doi=10.1201/b17360 |title=Handbook of Virtual Environments |date=2014 |isbn=978-1-4665-1184-2 |editor-last1=Hale |editor-last2=Stanney |editor-first1=Kelly S. |editor-first2=Kay M. |last1=Lawson |first1=Ben D. |chapter=Motion sickness symptomatology and origins |pages=531–599 |chapter-url={{GBurl|XihZBAAAQBAJ|p=531}} }}</ref> and these may have slowed the proliferation of the technology. Most virtual reality systems come with consumer warnings, including seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices.<ref name="Oculus Rift Warnings">{{cite web|title=Oculus Rift Health and Safety Notice|url=https://static.oculus.com/documents/310-30023-01_Rift_HealthSafety_English.pdf|access-date=13 March 2017|archive-date=6 July 2017|archive-url=https://web.archive.org/web/20170706233539/https://static.oculus.com/documents/310-30023-01_Rift_HealthSafety_English.pdf|url-status=dead}}</ref> Some users may experience twitches, seizures, or blackouts while using VR headsets, even if they do not have a history of epilepsy and have never had blackouts or seizures before. One in 4,000 people, or .025%, may experience these symptoms. Motion sickness, eyestrain, headaches, and discomfort are the most prevalent short-term adverse effects. In addition, because of the virtual reality headsets' heavy weight, discomfort may be more likely among children. Therefore, children are advised against using VR headsets.<ref>{{cite journal |last1=Araiza-Alba |first1=Paola |last2=Keane |first2=Therese |last3=Kaufman |first3=Jordy |title=Are we ready for virtual reality in K–12 classrooms? |journal=Technology, Pedagogy and Education |date=8 August 2022 |volume=31 |issue=4 |pages=471–491 |doi=10.1080/1475939X.2022.2033307 |url=https://edarxiv.org/ux8hs/ }}</ref> Other problems may occur in physical interactions with one's environment. While wearing VR headsets, people quickly lose awareness of their real-world surroundings and may injure themselves by tripping over or colliding with real-world objects.<ref>{{cite news |last1=Fagan |first1=Kaylee |title=Here's what happens to your body when you've been in virtual reality for too long |url=https://www.businessinsider.com/virtual-reality-vr-side-effects-2018-3 |access-date=5 September 2018 |publisher=Business Insider}}</ref> VR headsets may regularly cause eye fatigue, as does all screened technology, because people tend to blink less when watching screens, causing their eyes to become more dried out.<ref>{{cite web |last1=Mukamal |first1=Reena |title=Are Virtual Reality Headsets Safe for Eyes? |url=https://www.aao.org/eye-health/tips-prevention/are-virtual-reality-headsets-safe-eyes |website=American Academy of Ophthalmology |access-date=11 September 2018|date=2017-02-28 }}</ref> There have been some concerns about VR headsets contributing to myopia, but although VR headsets sit close to the eyes, they may not necessarily contribute to nearsightedness if the focal length of the image being displayed is sufficiently far away.<ref>{{cite web |last1=Langley |first1=Hugh |title=We need to look more carefully into the long-term effects of VR |url=https://www.wareable.com/vr/vr-long-term-brain-eyes-effects-6674 |website=Wareable.com |access-date=11 September 2018|date=2017-08-22 }}</ref> [[Virtual reality sickness]] (also known as cybersickness) occurs when a person's exposure to a virtual environment causes symptoms that are similar to [[motion sickness]] symptoms.<ref name="Kiryu2007">{{cite journal |last1=Kiryu |first1=T |last2=So |first2=RH |title=Sensation of presence and cybersickness in applications of virtual reality for advanced rehabilitation |journal=Journal of Neuroengineering and Rehabilitation |date=25 September 2007 |volume=4 |pages=34 |doi=10.1186/1743-0003-4-34 |pmid=17894857 |pmc=2117018 |doi-access=free }}</ref> Women are significantly more affected than men by headset-induced symptoms, at rates of around 77% and 33% respectively.<ref name="Munafo et al 2016">{{cite journal |last1=Munafo |first1=Justin |last2=Diedrick |first2=Meg |last3=Stoffregen |first3=Thomas A. |title=The virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effects |journal=Experimental Brain Research |date=3 December 2016 |volume=235 |issue=3 |pages=889–901 |doi=10.1007/s00221-016-4846-7 |pmid=27915367 |hdl=11299/224663 |hdl-access=free }}</ref><ref name="Park et al 2016">{{cite journal |last1=Park |first1=George D. |last2=Allen |first2=R. Wade |last3=Fiorentino |first3=Dary |last4=Rosenthal |first4=Theodore J. |last5=Cook |first5=Marcia L. |title=Simulator Sickness Scores According to Symptom Susceptibility, Age, and Gender for an Older Driver Assessment Study |journal=Proceedings of the Human Factors and Ergonomics Society Annual Meeting |date=5 November 2016 |volume=50 |issue=26 |pages=2702–2706 |doi=10.1177/154193120605002607 |doi-access=free }}</ref> The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.<ref>{{cite report |id={{DTIC|ADA551763}} |last1=Hicks |first1=Jamison S |last2=Durbin |first2=David B |date=2010 |title=A Summary of Simulator Sickness Ratings for U.S. Army Aviation Engineering Simulators }}</ref> For example, Nintendo's Virtual Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches".<ref>{{cite news |last1=Marsh |first1=Steve |last2=Frischling |first2=Bill |title=ELSEWHERE IN GAMELAND |url=https://www.washingtonpost.com/archive/business/technology/1995/10/25/elsewhere-in-gameland/fdc405da-3451-4491-ae8a-584ff5b63ed7/ |work=Washington Post |date=24 October 1995 }}</ref> These motion sickness symptoms are caused by a disconnect between what is being seen and what the rest of the body perceives. When the vestibular system, the body's internal balancing system, does not experience the motion that it expects from visual input through the eyes, the user may experience VR sickness. This can also happen if the VR system does not have a high enough frame rate, or if there is a lag between the body's movement and the onscreen visual reaction to it.<ref>{{cite web |last1=Caddy |first1=Becca |title=Vomit Reality: Why VR makes some of us feel sick and how to make it stop |url=https://www.wareable.com/vr/vr-headset-motion-sickness-solution-777 |website=Wareable.com |access-date=11 September 2018|date=2016-10-19 }}</ref> Because approximately 25–40% of people experience some kind of VR sickness when using VR machines, companies are actively looking for ways to reduce VR sickness.<ref>{{cite web |last1=Samit |first1=Jay |title=A Possible Cure for Virtual Reality Motion Sickness |url=http://fortune.com/2018/02/06/virtual-reality-motion-sickness/ |website=Fortune.com |access-date=11 September 2018}}</ref> [[Vergence-accommodation conflict]] (VAC) is one of the main causes of virtual reality sickness.<ref>{{Cite journal |last1=Lawson |first1=Ben D. |last2=Stanney |first2=Kay M. |date=2021 |title=Editorial: Cybersickness in Virtual Reality and Augmented Reality |journal=Frontiers in Virtual Reality |volume=2 |doi=10.3389/frvir.2021.759682 |doi-access=free }}</ref> In January 2022 ''[[The Wall Street Journal]]'' found that VR usage could lead to physical injuries including leg, hand, arm and shoulder injuries.<ref>{{Cite news|last=Rodriguez|first=Sarah E. Needleman and Salvador|date=2022-02-01|title=VR to the ER: Metaverse Early Adopters Prove Accident-Prone|language=en-US|work=[[The Wall Street Journal]]|url=https://www.wsj.com/articles/metaverse-virtual-reality-vr-accident-prone-meta-11643730489|access-date=2022-02-02 }}</ref> VR usage has also been tied to incidents that resulted in neck injuries (especially injures to the [[cervical vertebrae]]).<ref>{{Cite news|last=Elgueta|first=Adriana|date=2022-01-31|title=Man breaks neck playing virtual reality game|work=news.com.au|url=https://www.news.com.au/technology/home-entertainment/gaming/gamer-breaks-neck-playing-virtual-reality-game-after-intense-movement-wearing-headset/news-story/e2f8c1f4ac7ea0c21bacaa1410a43e8a|access-date=2022-02-02}}</ref> ===Children and teenagers in virtual reality=== Children are becoming increasingly aware of VR, with the number in the USA having never heard of it dropping by half from Autumn 2016 (40%) to Spring 2017 (19%).<ref name="auto">{{Cite web|url=http://digilitey.eu/wp-content/uploads/2015/09/CVR-Final-PDF-reduced-size.pdf|title=Children and Virtual Reality: Emerging Possibilities and Challenges|last1=Yamada-Rice|first1=Dylan|last2=Mushtaq|first2=Faisal|date=2017-09-12|website=digilitey.eu|language=en|access-date=2020-04-27|last3=Woodgate|first3=Adam|last4=Bosmans|first4=D.|last5=Douthwaite|first5=A.|last6=Douthwaite|first6=I.|last7=Harris|first7=W.|last8=Holt|first8=R.|last9=Kleeman|first9=D.|archive-url=https://web.archive.org/web/20180517073613/http://digilitey.eu/wp-content/uploads/2015/09/CVR-Final-PDF-reduced-size.pdf|archive-date=2018-05-17|url-status=dead}}</ref> A 2022 research report by [[Piper Sandler]] revealed that only 26% of [[United States|U.S.]] teens own a VR device, 5% use it daily, while 48% of teen headset owners "seldom" use it. Of the teens who don't own a [[VR headset]], 9% plan to buy one. 50% of surveyed teens are unsure about the [[metaverse]] or don't have any interest, and don't have any plans to purchase a VR headset.<ref>{{cite magazine|url=https://www.pcgamer.com/teens-are-split-on-the-metaverse-most-barely-use-vr-headsets-survey-shows/#comment-jump|title=Teens are split on the metaverse, most barely use VR headsets, survey shows|magazine=[[PC Gamer]]|date= 14 April 2022}}</ref> Studies show that young children, compared to adults, may respond cognitively and behaviorally to immersive VR in ways that differ from adults. VR places users directly into the media content, potentially making the experience very vivid and real for children. For example, children of 6–18 years of age reported higher levels of presence and "realness" of a virtual environment compared with adults 19–65 years of age.<ref>{{cite book |doi=10.1016/B978-0-12-809481-5.00009-2 |chapter=Immersive Virtual Reality and the Developing Child |title=Cognitive Development in Digital Contexts |date=2017 |last1=Bailey |first1=Jakki O. |last2=Bailenson |first2=Jeremy N. |pages=181–200 |isbn=978-0-12-809481-5 }}</ref> Studies on VR consumer behavior or its effect on children and a code of ethical conduct involving underage users are especially needed, given the availability of VR porn and violent content. Related research on violence in video games suggests that exposure to media violence may affect attitudes, behavior, and even self-concept. Self-concept is a key indicator of core attitudes and coping abilities, particularly in adolescents.<ref>{{cite journal |last1=Funk |first1=Jeanne B. |last2=Buchman |first2=Debra D. |title=Playing Violent Video and Computer Games and Adolescent Self-Concept |journal=Journal of Communication |date=June 1996 |volume=46 |issue=2 |pages=19–32 |doi=10.1111/j.1460-2466.1996.tb01472.x }}</ref> Early studies conducted on observing versus participating in violent VR games suggest that physiological arousal and aggressive thoughts, but not hostile feelings, are higher for participants than for observers of the virtual reality game.<ref>{{Cite journal|last1=Calvert|first1=Sandra L.|last2=Tan|first2=Siu-Lan|date=January 1994|title=Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observation|journal=Journal of Applied Developmental Psychology|volume=15|issue=1|pages=125–139|doi=10.1016/0193-3973(94)90009-4 }}</ref> Experiencing VR by children may further involve simultaneously holding the idea of the virtual world in mind while experiencing the physical world. Excessive usage of immersive technology that has very salient sensory features may compromise children's ability to maintain the rules of the physical world, particularly when wearing a VR headset that blocks out the location of objects in the physical world. Immersive VR can provide users with multisensory experiences that replicate reality or create scenarios that are impossible or dangerous in the physical world. Observations of 10 children experiencing VR for the first time suggested that 8-12-years-old kids were more confident to explore VR content when it was in a familiar situation, e.g. the children enjoyed playing in the kitchen context of [[Job Simulator]], and enjoyed breaking rules by engaging in activities they are not allowed to do in reality, such as setting things on fire.<ref name="auto"/> ===Privacy=== [[Digital privacy]] concerns have been associated with VR platforms;<ref>{{cite journal |last1=Goldfarb |first1=Avi |last2=Tucker |first2=Catherine |title=Shifts in Privacy Concerns |journal=American Economic Review |date=May 2012 |volume=102 |issue=3 |pages=349–353 |doi=10.1257/aer.102.3.349 |hdl-access=free |hdl=1721.1/75861}}</ref><ref>{{cite journal |last1=Hong |first1=Weiyin |last2=Thong |first2=James Y. L. |title=Internet Privacy Concerns: An Integrated Conceptualization and Four Empirical Studies |journal=MIS Quarterly |date=2013 |volume=37 |issue=1 |pages=275–298 |doi=10.25300/misq/2013/37.1.12 }}</ref> the persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass [[surveillance]], including information gathering of personal actions, movements and responses.<ref name="Wired Magic Leap Apr2016" /> Data from eye tracking sensors, which are projected to become a standard feature in virtual reality headsets,<ref name="Rogers 2019">{{cite web | last=Rogers | first=Sol | title=Seven Reasons Why Eye-tracking Will Fundamentally Change VR | website=Forbes | date=2019-02-05 | url=https://www.forbes.com/sites/solrogers/2019/02/05/seven-reasons-why-eye-tracking-will-fundamentally-change-vr/ | access-date=2020-05-13}}</ref><ref name="Stein 2020">{{cite web | last=Stein | first=Scott | title= Eye tracking is the next phase for VR, ready or not | website=CNET | date=2020-01-31 | url=https://www.cnet.com/news/eye-tracking-is-the-next-phase-for-vr-ready-or-not/ | access-date=2021-04-08}}</ref> may indirectly reveal information about a user's ethnicity, personality traits, fears, emotions, interests, skills, and physical and mental health conditions.<ref name="KrögerLutz2020">{{cite book |doi=10.1007/978-3-030-42504-3_15 |chapter=What Does Your Gaze Reveal About You? On the Privacy Implications of Eye Tracking |title=Privacy and Identity Management. Data for Better Living: AI and Privacy |series=IFIP Advances in Information and Communication Technology |date=2020 |last1=Kröger |first1=Jacob Leon |last2=Lutz |first2=Otto Hans-Martin |last3=Müller |first3=Florian |volume=576 |pages=226–241 |isbn=978-3-030-42503-6 }}</ref> The nature of VR technology means that it can gather a wide range of data about its users. This can include obvious information such as usernames and account information, but also extends to more personal data like physical movements, interaction habits, and responses to virtual environments. In addition, advanced VR systems can capture biometric data like voice patterns, eye movements, and physiological responses to VR experiences.<ref>{{cite journal |last1=Li |first1=Yuan |title=Empirical Studies on Online Information Privacy Concerns: Literature Review and an Integrative Framework |journal=Communications of the Association for Information Systems |date=2011 |volume=28 |doi=10.17705/1CAIS.02828 |doi-access=free }}</ref><ref>{{cite journal |last1=Paine |first1=Carina |last2=Reips |first2=Ulf-Dietrich |last3=Stieger |first3=Stefan |last4=Joinson |first4=Adam |last5=Buchanan |first5=Tom |title=Internet users' perceptions of 'privacy concerns' and 'privacy actions' |journal=International Journal of Human-Computer Studies |date=June 2007 |volume=65 |issue=6 |pages=526–536 |doi=10.1016/j.ijhcs.2006.12.001 |url=http://nbn-resolving.de/urn:nbn:de:bsz:352-286907 }}</ref> Virtual reality technology has grown substantially since its inception, moving from a niche technology to a mainstream consumer product. As the user base has grown, so too has the amount of personal data collected by these systems.<ref>{{cite journal |last1=Kokolakis |first1=Spyros |title=Privacy attitudes and privacy behaviour: A review of current research on the privacy paradox phenomenon |journal=Computers & Security |date=January 2017 |volume=64 |pages=122–134 |doi=10.1016/j.cose.2015.07.002 }}</ref> This data can be used to improve VR systems, to provide personalized experiences, or to collect demographic information for marketing purposes. However, it also raises significant privacy concerns, especially when this data is stored, shared, or sold without the user's explicit consent.<ref>{{cite journal |last1=Xu |first1=Heng |last2=Dinev |first2=Tamara |last3=Smith |first3=Jeff |last4=Hart |first4=Paul |title=Information Privacy Concerns: Linking Individual Perceptions with Institutional Privacy Assurances |journal=Journal of the Association for Information Systems |date=December 2011 |volume=12 |issue=12 |pages=798–824 |doi=10.17705/1jais.00281 }}</ref> Existing data protection and privacy laws like the [[General Data Protection Regulation]] (GDPR) in the EU, and the [[California Consumer Privacy Act]] (CCPA) in the United States, can be applied to VR. These regulations require companies to disclose how they collect and use data, and give users a degree of control over their personal information.<ref>{{cite journal |last1=Li |first1=Yuan |title=Empirical Studies on Online Information Privacy Concerns: Literature Review and an Integrative Framework |journal=Communications of the Association for Information Systems |date=2011 |volume=28 |doi=10.17705/1CAIS.02828 |doi-access=free }}</ref> Despite these regulations, enforcing privacy laws in VR can be challenging due to the global nature of the technology and the vast amounts of data collected.<ref>{{cite journal |last1=Baruh |first1=Lemi |last2=Secinti |first2=Ekin |last3=Cemalcilar |first3=Zeynep |title=Online Privacy Concerns and Privacy Management: A Meta-Analytical Review: Privacy Concerns Meta-Analysis |journal=Journal of Communication |date=February 2017 |volume=67 |issue=1 |pages=26–53 |doi=10.1111/jcom.12276 }}</ref> Due to its history of privacy issues, the involvement of [[Meta Platforms]] (formerly Facebook, Inc.) in the VR market has led to [[Privacy concerns with Facebook#Oculus and metaverse platforms|privacy concerns specific to its platforms]]. In August 2020, Facebook announced that Oculus products would become subject to the terms of use and privacy policy of the [[Facebook]] social network, and that a Facebook account would be required to use future Oculus headset models, and all existing models (via deprecation of the separate Oculus account system) beginning January 2023. The announcement was criticized for the mandatory integration of Oculus headsets with Facebook data collection and policies (including the [[Facebook real-name policy controversy|Facebook real-name policy]]), and preventing use of the hardware if the user's account is suspended.<ref name=":5">{{cite news |author=Sam Machkovech |title=The Facebookening of Oculus VR becomes more pronounced starting in October |url=https://arstechnica.com/gaming/2020/08/oculus-vr-accounts-will-soon-require-facebook-ties/ |url-status=live |archive-url=https://web.archive.org/web/20200818193931/https://arstechnica.com/gaming/2020/08/oculus-vr-accounts-will-soon-require-facebook-ties/ |archive-date=August 18, 2020 |access-date=August 19, 2020 |publisher=Ars Technica}}</ref><ref>{{cite news |last1=Robertson |first1=Adi |title=Facebook is accidentally locking some users out of their new Oculus headsets |url=https://www.theverge.com/2020/10/15/21518194/oculus-quest-2-headset-facebook-account-suspension-problems |work=The Verge |date=15 October 2020 }}</ref> The following month, Facebook halted the sale of Oculus products in Germany due to concerns from regulators that the new policy was a violation of GDPR.<ref>{{Cite web |last=Hayden |first=Scott |date=2020-09-02 |title=Facebook Halts Sale of Rift & Quest in Germany Amid Regulatory Concerns |url=https://www.roadtovr.com/facebook-oculus-germany-rift-quest-halted-antitrust/ |access-date=2021-07-28 |website=Road to VR |language=en-US}}</ref> In 2022, the company would later establish a separate "Meta account" system.<ref>{{Cite web |last=Machkovech |first=Sam |date=2022-07-09 |title=Meta removes Facebook account mandate from Quest VR—but is that enough? |url=https://arstechnica.com/gaming/2022/07/quest-vr-has-traded-facebookening-for-metastasis-with-new-account-system/ |access-date=2022-08-04 |website=Ars Technica |language=en-us}}</ref> In 2024, researchers from the [[University of Chicago]] demonstrated a [[Vulnerability (computing)|security vulnerability]] in Meta Quest's [[Android (operating system)|Android]]-based system software (leveraging "Developer Mode" to inject an infected [[Mobile app|app]]), allowing them to obtain users' [[login]] credentials and inject false details during [[online banking]] sessions. This attack was considered to be difficult to execute outside of research settings but would make its target vulnerable to risks such as [[phishing]], [[Internet fraud]], and [[Online youth radicalization|grooming]].<ref>{{Cite web |title=VR headsets can be hacked with an Inception-style attack |url=https://www.technologyreview.com/2024/03/11/1089686/hack-vr-headsets-inception/ |access-date=2024-09-25 |website=MIT Technology Review |language=en}}</ref>
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