EU touts health benefits for children in the metaverse despite risks

As a researcher with a background in technology and child development, I find the EPRS letter on the opportunities and challenges of the metaverse for children to be both intriguing and concerning. The potential benefits of using virtual worlds for educational purposes, mental and physical health treatment, and cultural experiences are undeniable. However, the letter rightly highlights several challenges that must be addressed to ensure the safety and well-being of EU children.


The European Parliamentary Research Service (EPRS) – a European Union research body – has released a missive outlining the potential benefits and obstacles for kids in the metaverse realm.

As a crypto investor interested in the latest trends, I’ve come across an intriguing perspective by Maria Niestadt, a policy analyst at EPRS, regarding the potential impact of the metaverse on children’s learning and well-being. According to her, the metaverse has the power to ignite children’s creativity and motivation to learn, offering them unique experiences that could help them heal from diseases. Furthermore, it provides opportunities for cultural and social interactions that might otherwise be inaccessible to them.

The European Parliament Research Service (EPRS) points out that the EU is confronted with various obstacles in this area. Among them are ensuring children’s safety from potential harm caused by prolonged use of virtual, augmented, or mixed reality headsets, as well as addressing security and privacy concerns.

Metaverse opportunities

According to the letter, the metaverse holds numerous benefits for children, even if it doesn’t wholeheartedly recommend virtual or mixed reality headsets for them yet. The think tank presents various arguments in favor of these technologies being advantageous for kids.

Per the EPRS:

“Virtual world technologies can be used to diagnose and treat various paediatric mental and physical health disorders (such as autism, attention deficit/hyperactivity disorder). They can also be used to promote physical health through immersive fitness exercises, to help prepare children for psychological difficulties (such as the fear of heights) or to aid in their physical rehabilitation.”

Additional possibilities encompass learning experiences, like virtually delving into historically and culturally rich lessons, and fostering beneficial social engagements.

Metaverse challenges

According to the European Policy Research Service (EPRS), while there may be numerous possibilities with metaverse technology, it’s essential to acknowledge the significant challenges identified that need addressing to safeguard EU children from potential risks and hazards associated with this technology.

It seems that the major issues revolve around the potential downsides of children’s engagement with digital realms and related devices. These drawbacks encompass social and real-life detachment, encounters with bullying and inappropriate interactions, as well as symptoms such as uneasiness, apprehension, and dread.

One challenge in permitting kids to use the metaverse is determining the appropriate age limit. According to European Parliament Research Service (EPRS) recommendations, this issue is presently being handled by metaverse hardware and software manufacturers.

“Furthermore, VR headset manufacturers usually set a minimum age for using these devices. However, there is a tendency to lower this minimum age. For example, in 2013 Meta lowered its Quest headsets’ minimum age from 13 to 10 years.”

From a research perspective, the metaverse landscape within the European Union is currently undergoing significant changes. Regulatory bodies are actively examining potential future strategies, while simultaneously relying on the private sector to adhere to current regulations and internal policies.

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2024-04-26 19:39