TY - JOUR
T1 - When Will Immersive Virtual Reality Have Its Day? Challenges to IVR Adoption in the Home as Exposed in Studies with Teenagers, Parents, and Experts
AU - Hall, Lynne
AU - Paracha, Samiullah
AU - Mitsche, Nicole
AU - Flint, Tom
AU - Stewart, Fiona
AU - Macfarlane, Kate
AU - Hagan-Green, Gill
AU - Dixon-Todd, Yvonne
N1 - Publisher Copyright:
© 2021 by the Massachusetts Institute of Technology.
PY - 2022/2/2
Y1 - 2022/2/2
N2 - In response to the pandemic, many countries have had multiple lockdowns punctuated by par tial freedoms limiting physically being together. In 2020–2021, during the COVID-19 pandemic, parents were stressed and exhausted by the challenges of work, home schooling, and barriers to typical childcare arrangements. Children were missing one another, their social lives, and the variety of experiences that the world beyond the home brings. Immersive Vir tual Reality (IVR) offers tried and tested ways to enable children to maintain beyond-household family activities and dynamics. However, it is not viewed as a solution. Instead, as demonstrated through a multiple method study involving a Rapid Evidence Assessment, workshops with 91 teenagers, interviews with 15 exper ts, a Delphi study with 21 exper ts, 402 parent questionnaires pre-pandemic, 232 parent questionnaires during the pandemic, and longitudinal interviews with 13 parents during the first UK lockdown in 2020, IVR is not viewed as having value in the home beyond gaming. Results highlight limited consideration of IVR as a way to enhance family life or the home, with a lack of evidence and direction from current research, innovation, and policy. The ar ticle empirically demonstrates that exper ts, teenagers, and parents have limited expectations for VR. Fur ther, with parental resistance to adoption and a lack of ideas or innovations in how IVR could be used, the likelihood of VR-headset adoption remains low as does its potential as a means of educating, enter taining, and socially engaging children and teenagers.
AB - In response to the pandemic, many countries have had multiple lockdowns punctuated by par tial freedoms limiting physically being together. In 2020–2021, during the COVID-19 pandemic, parents were stressed and exhausted by the challenges of work, home schooling, and barriers to typical childcare arrangements. Children were missing one another, their social lives, and the variety of experiences that the world beyond the home brings. Immersive Vir tual Reality (IVR) offers tried and tested ways to enable children to maintain beyond-household family activities and dynamics. However, it is not viewed as a solution. Instead, as demonstrated through a multiple method study involving a Rapid Evidence Assessment, workshops with 91 teenagers, interviews with 15 exper ts, a Delphi study with 21 exper ts, 402 parent questionnaires pre-pandemic, 232 parent questionnaires during the pandemic, and longitudinal interviews with 13 parents during the first UK lockdown in 2020, IVR is not viewed as having value in the home beyond gaming. Results highlight limited consideration of IVR as a way to enhance family life or the home, with a lack of evidence and direction from current research, innovation, and policy. The ar ticle empirically demonstrates that exper ts, teenagers, and parents have limited expectations for VR. Fur ther, with parental resistance to adoption and a lack of ideas or innovations in how IVR could be used, the likelihood of VR-headset adoption remains low as does its potential as a means of educating, enter taining, and socially engaging children and teenagers.
UR - http://www.scopus.com/inward/record.url?scp=85124153031&partnerID=8YFLogxK
U2 - 10.1162/PRES_a_00347
DO - 10.1162/PRES_a_00347
M3 - Article
AN - SCOPUS:85124153031
SN - 1054-7460
VL - 28
SP - 169
EP - 201
JO - Presence: Teleoperators and Virtual Environments
JF - Presence: Teleoperators and Virtual Environments
ER -