Question: Are virtual reality (VR) headsets safe for kids?
Answer:
What is VR?
Virtual reality (VR) is a type of technology that falls under the broader term Extended Reality (XR). It uses computer-generated images to create a 3D environment that can make users feel as though they are inside a different world. Most children experience VR by wearing a head-mounted display, often called a headset. These headsets can create a fully immersive experience by surrounding the user with a 360-degree view and can limit what they can see or hear from the real world while they are using it.
While interest in VR has grown over the past few years, access among children has increased gradually rather than dramatically. According to a Common Sense Census in 2021, 1 in 6 young people have access to VR in their home. Between 2019 and 2021, the percentage of 8- to 18-year-olds with access to VR rose from 14% to 17%, a change that was not statistically significant. The census also found that boys reported enjoying VR more often than girls (17% vs 9%), and VR use is more common among children from lower-income households (37%) compared to those from middle (21%) or higher-income (23%) households.
As VR continues to develop and gain popularity, understanding how children experience and use this technology can help parents make informed decisions about when, how, and why it fits into their family’s digital life.
What We Know About Short-Term Health Effects
From the limited research available, brief exposure to VR has not been shown to cause harm in children, especially when VR is used with parental supervision. Because we do not have a lot of information or safety data about children’s use of VR, it is important for caregivers to support children with guidance, reasonable time limits, and ensure VR use is not crowding out times for other important activities (e.g., physical activity, homework, connecting with family).
One potential short-term harm that can come from long or repeated VR exposure is cybersickness: nausea, dizziness, or disorientation during and shortly after using VR. Cybersickness normally fades when VR use is stopped, so it is recommended that users take substantial breaks (about 15 minutes) in between sessions to avoid cybersickness symptoms.
Children might also have trouble describing when their eyes are bothering them and might not instinctively remove the headset when it feels wrong. Therefore, adult guidance on when and why breaks are needed is important.
Current evidence does not suggest that there are long-term or permanent effects of cybersickness, but more research is needed to fully understand these potential VR impacts.
Possible Long-Term Risks and Unknowns
Vision Issues
When we hear concerns about VR use, specifically with head-mounted displays, it is usually around the potential impact on the visual development of young children. However, one study examined fifty 4-10-year-olds’ use of VR headsets and found that there were no clinically significant changes in visual development, such as refractive error, binocular alignment, accommodation, or stereoacuity following use of VR headsets. They also noted minimal reports of eyestrain and motion sickness.
And, while the makers of most VR headsets state that VR use is not suitable for children under the age of 12 or 13, the American Academy of Ophthalmology notes that there is no reason to be concerned that VR headsets may damage eye development, health, or function despite the lack of long-term studies. Like with other digital devices, eye strain or fatigue can occur with VR use due to less frequent blinking.
Reality versus Fiction
Another aspect of VR use that young children might struggle with is “fantasy-reality blurring,” which is confusing fantasy with reality or confusing events that happen in VR with memories or events in real life.
Social, Emotional, and Privacy Concerns
Lastly, many parents worry about the possibility of their child encountering inappropriate content, unwanted interactions, or privacy risks. One interview research project found that parents’ and children’s major ethical concerns with VR are:
- Weakened physical ties to the community and social connections
- Long-term negative effects on children’s health and development
- Risks to children’s safety and privacy in VR environments
- Lack of uniform availability or usability of VR as an educational and developmental resource.
Whistleblower complaints, which prompted a letter of complaint to the Federal Trade Commission, around the VR platform Horizon Worlds have highlighted how many underage users are on these VR games and the risks of being exposed to harassment, grooming, and privacy violations. Therefore, it’s crucial that young users be honest about their age and be on the lookout for inappropriate behaviors from other players.
How VR May Help: Learning and Mental Health Uses
VR may be supportive for some children with existing health conditions. Specifically, for children with ADHD, there is some evidence that VR-based therapies can help improve cognitive functioning, attention, and memory. There is also evidence that VR-based therapies may support children with developmental coordination disorder or cerebral palsy (CP) by improving manual dexterity, balance, motor coordination, and reaction time.
A recent 2025 review found that VR can be a useful therapeutic tool for children with phobias, PTSD, or other anxiety disorders or concerns. Clinicians can customize and control the virtual environment with personally meaningful music, images, or visual environments to safely rehearse stressful or anxiety-provoking situations. Rehearsing in VR can support skill development, safety, and adherence to treatment, which helps reduce the likelihood of feeling overwhelmed during real experiences.
Setting Family Rules: Practical Tips for Parents and Caregivers
Establishing clear family rules and expectations around VR use can help ensure children have positive experiences while developing healthy digital habits. Parents and caregivers should consider the following when it comes to children’s VR use:
- Headset comfortability: Most manufacturers recommend VR use for children 12 or 13 and older, as the head-mounted display may not fit them well and can be heavy. Consider handheld controllers if fit is an issue.
- Content: Ensure the games they play are age-appropriate. Rating systems such as ESRB or PEGI provide guidance on specific titles.
- Shared family rules: Discuss where, when, and how long VR can be used. Ensure VR play happens in shared spaces so it stays social and you can easily supervise. Implement time limitations and regular breaks into VR sessions for safety and so that VR is not crowding out other important activities.
- Open discussions: Talk with your child about what they experience on VR and how it makes them feel.
- Moderation: If technology use is feeling out of control, check out our resource on How to Reboot Your Family’s Tech Life.
References
- American Academy of Ophthalmology. (2024, August 21). Are virtual reality headsets safe for eyes? AAO.
- Bexson, C., Oldham, G., & Wray, J.. (2024). Safety of virtual reality use in children: a systematic review. European Journal of Pediatrics, 183(5), 2071–2090.
- Corrigan, N., Păsărelu, C.-R., & Voinescu, A.. (2023). Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis. Virtual Reality, 27(4), 3545–3564.
- Coursera Staff. (2025, December 29). What is extended reality? Coursera.
- Fairplay. (2025, April 10). Request for investigation of Meta Platforms, Inc. for violations of the Children’s Online Privacy Protection Act in Horizon Worlds (Final redacted). Fairplay.
- Jin, Q., Kawas, S., Arora, S., Yuan, Y., & Yarosh, S. (2024). Is your family ready for VR? Ethical concerns and considerations in children’s VR usage. In Proceedings of the 23rd Annual ACM Interaction Design and Children Conference (IDC ’24) (pp. 436–454). Association for Computing Machinery.
- Kaimara, P., Oikonomou, A., & Deliyannis, I.. (2022). Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns. Virtual Reality, 26(2), 697–735.
- Rideout, V., Peebles, A., Mann, S., & Robb, M. B. (2022). Common Sense census: Media use by tweens and teens, 2021. San Francisco, CA: Common Sense.
- Schloss, I., Dillon, A., & Bailey, J.. (2025). Why Use Virtual Reality as a Treatment for Children and Youth’s Mental Health and Wellbeing: A Review. Digital Society, 4(2).
- Silva, A. B. J., Barros, W. M. A., Silva, R. F., Machado Silva, B., Souza, A. P. D. S., Silva, K. G., Silva, J. M. L., Silva, M. L., Santos, M. E. R. A., & Lopes De Souza, S.. (2025). The use of virtual reality technologies in children with adverse health conditions: can it improve neuromotor function? A systematic review of randomized clinical trials. Frontiers in Virtual Reality, 6.
- Tychsen, L., & Foeller, P. (2020). Effects of Immersive Virtual Reality Headset Viewing on Young Children: Visuomotor Function, Postural Stability, and Motion Sickness. American journal of ophthalmology, 209, 151–159.
Age: 6-17
Topics: Virtual reality, immersive virtual reality, headset(s), head-mounted display, kids, children, youth, safety, physical effects, long-term effects, short-term effects
Role: Parent
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Last Updated
02/09/2026
Source
American Academy of Pediatrics