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XRA PUBLISHES REPORT ON EMPOWERING YOUNG PEOPLE IN IMMERSIVE EXPERIENCES

XRA PUBLISHES REPORT ON EMPOWERING YOUNG PEOPLE IN IMMERSIVE EXPERIENCES

Today, the XR Association published a new report titled “Empowering Young People in Immersive Experiences: Key Findings from an XRA Limitless Future Workshop.” Arising from a comprehensive two-day event held at Georgia State University which brought together developers, educators, college students, and eighth-grade students from the Atlanta area, the summary report examines the future of XR technology for youth.

“Our young people are becoming more organically connected to immersive technology, which opens opportunities in education, workforce development, technological innovation, and fun,” said Dr. Lawanda Cummings, Director of the Alonzo A. Crim Center for Urban Educational Excellence at GSU. “I appreciate that industry leaders, developers, and scholars are exploring our collective responsibility for standards of safety in these spaces for children and youth to mitigate the known and yet-to-be-discovered dangers of this growing field.” 

During the workshop, students, using VR headsets, explored demos from leading XRA member companies Reframe XR, Owlchemy, Transfr, EmergeNet, and CareerViewXR, covering educational, career-oriented and entertainment use cases. Following these sessions, students shared valuable feedback on hardware safety and comfort, social and psychological well-being, and educational opportunities.

“As we continue to explore the potential of XR technologies in education and beyond, we’re encouraged by the positive outlook of teens toward XR,” said Stephanie Montgomery, XRA’s Senior Vice President of Research and Development. “We encourage developers, educators and industry leaders to leverage the insights from this report to create immersive experiences that empower and protect young users.”

The full report focuses on potential harms and the safety of users and youth, with insights into the unique perspective of teens in multiuser immersive environments. XRA’s survey found that nearly four in five teens believe XR can positively impact lives, with 38% expressing interest in owning a headset in the future.

As the future of immersive technologies unfolds with exciting applications for youth in education, entertainment and healthcare, it’s essential to identify challenges, develop mitigation strategies and in so doing, prioritize the well-being and safety of younger users. This report serves as a significant resource for developers and industry leaders creating immersive experiences that are not only engaging but also safe and beneficial for young users.

XRA thanks its members, Georgia State University and After School All-Stars Atlanta Chapter for their participation in this valuable research. 

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