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Meta to Allow Kids Aged 10-12 to Use VR Chat with Parental Approval

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Meta has announced a new initiative that will soon enable children between the ages of ten and twelve to engage in virtual reality (VR) chat. This decision, revealed on Wednesday, emphasizes the requirement for parental approval, ensuring that parents have the ultimate control over their child’s VR interactions.

According to Meta, parents will not only need to approve their child’s use of the VR chat feature but will also have the final say when their child wants to add new contacts to their profile. This measure aims to provide a safeguard and oversight mechanism to ensure the safety and well-being of young users in the virtual environment.

Meta will soon allow kids to chat in virtual reality. Matt Mattenson explains.

This move comes in the wake of Meta CEO Mark Zuckerberg’s recent Senate hearing, where he addressed concerns about the potential harmful effects of social media on teenagers. During the hearing, lawmakers expressed significant apprehensions about the safety and mental health impacts of social media platforms on younger audiences.

Meta’s new VR chat feature for kids appears to be part of a broader effort to balance innovative technology offerings with robust safety measures. The company has not yet provided a specific timeline for when this feature will be rolled out, leaving the launch date currently unknown.

This development marks a significant step in Meta’s ongoing efforts to expand its user base while addressing the safety concerns that come with allowing younger audiences to engage with advanced digital platforms. By requiring parental oversight, Meta aims to mitigate potential risks and ensure a safer virtual environment for children.

The introduction of VR chat for kids is likely to spark discussions among parents, educators, and child safety advocates about the appropriate age for children to begin using such technologies and the best practices for ensuring their safety online.

As Meta continues to innovate and expand its virtual reality offerings, the company will need to navigate the complex landscape of user safety, parental controls, and the ethical implications of introducing advanced digital interactions to a younger audience.

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