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quest 2 to under age of 13 is band

According to Meta (formerly known as Facebook), the Quest 2 headset is not currently available for use by children under 13 years old. This poses a challenge for parents who have purchased the device for their young children, as they are left with the options of either providing their own Facebook account credentials or ending up with an unusable headset.

For parents who had hoped to become heroes this year by gifting their children with the Quest 2, this recent requirement is disappointing. The new policy requires that the device be linked to a legitimate Facebook account, and the company prohibits the creation of accounts for individuals under 13 years old.While many online services impose a 13-year-old age limit, parents may be tempted to use their own accounts to activate devices for their children or even advise their kids to falsify their age during the sign-up process. However, this workaround is not recommended as it violates Facebook's policies and may result in account closure.

In conclusion, the age restriction on the Quest 2 presents a challenge for parents who want to provide their children with an immersive virtual reality experience. The clash between Facebook's account policies and the desire to offer the latest technologies to kids under 13 raises important questions about privacy, child safety, and accessibility. As parents seek solutions, it is essential to comply with the platform's requirements and explore alternative options.

The company has taken measures to enforce these rules, sometimes locking accounts and requesting users to provide government-issued identification to verify their name and age.Furthermore, the company strictly prohibits the sharing of accounts between multiple individuals, which legally contradicts the idea of parents logging into the headset with their own accounts for their children to use. While the company has mentioned potential multi-user support for Quest 2 in the future, each user will still need their own unique Facebook account, and they must be 13 years old or older.

Parents who may consider bypassing these restrictions for their children are taking a risk. If Facebook discovers such violations, they may lock the account and restrict the functionality of the headset, which can cost between $300 and $400. The greater concern is the disappointment that an affected child may experience when they can no longer use their new device.It is understandable that parents may find themselves in a difficult situation. 

While the product pages of the headset often mention the requirement of a Facebook account, it is reasonable to question whether consumers fully comprehend that only individuals aged 13 and older are permitted to have Facebook accounts. It is also important for parents to recognize that this is not just a manufacturer's recommendation but an enforced requirement that could render the headset unusable, even if they were to notice the "age 13 and up" fine print, which may not always be prominently displayed. 

The misconception surrounding the 13-year-old restriction stems from concerns over potential health hazards for younger children using VR headsets. The primary reason behind this restriction is the U.S. Online Privacy Protection Act for Children (COPPA), which establishes guidelines for online businesses that gather information from children under 13 years old. 

Like many other companies, Facebook chooses to prohibit children under 13 from accessing its services to avoid potential COPPA liability.Although there are numerous Quest 2 games that can be played offline without any data transmission to or from the headset, the requirement of a Facebook account indirectly imposes an age limit on the device. This is a precautionary measure undertaken by Facebook to comply with COPPA regulations and prioritize the safety and privacy of younger users. 

Different virtual reality glasses companies may have varying age recommendations for using their devices. 

However, it is important to note that these recommendations are often based on factors such as physiological development, potential health risks, and compliance with relevant regulations like COPPA. Here are some general age recommendations from popular virtual reality glasses companies:

  1. Oculus Quest 2 (Meta): The Oculus Quest 2 is recommended for users aged 13 and above. This aligns with Facebook's policy of not allowing users under the age of 13 to create Facebook accounts, which are required to use the Quest 2.
  2. HTC Vive: HTC does not provide a specific age recommendation for the Vive headset. However, they advise that the headset should not be used by individuals who are prone to seizures, have a heart condition, or experience any discomfort while using the device.
  3. PlayStation VR: Sony recommends the PlayStation VR for ages 12 and older. They advise that parental supervision is required for younger users and suggest taking regular breaks during play sessions to avoid any potential adverse effects.
  4. Samsung Gear VR: Samsung recommends the Gear VR for users aged 13 and above. They also advise taking regular breaks during use and following safety guidelines provided with the device.
  5. Google Cardboard: Google Cardboard does not have a specific age recommendation, but it is generally considered safe for children as long as they are supervised during use. It is important to adjust the VR experience to the child's comfort level and limit usage time.

It's worth noting that these age recommendations are guidelines provided by the companies, and individual factors such as a child's maturity, comfort level, and specific health conditions should also be taken into consideration when deciding whether or not to allow children to use virtual reality glasses. Parental supervision and moderation are key to ensuring a safe and enjoyable VR experience for users of all ages. 

This is my personal opinion based on my experience: I embarked on my journey in the field of virtual reality back in 2013. In February 2020, the COVID-19 pandemic struck, leading governments to impose lockdown measures, confining us to our homes.During that time, not only was I working remotely, but my three-year-old daughter also lacked the usual educational structure. I started contemplating ways to provide her with mental stimulation and educational tools while traditional educational frameworks were unavailable. 

My daughter Yuli Caesar uses virtual reality glasses at the age of three

My daughter Yuli uses virtual reality glasses at the age of four

My daughter Yuli uses virtual reality glasses at the age of five and a halfMy daughter Yuli uses virtual reality glasses at the age of six and a half

My daughter Yuli uses virtual reality glasses at the age of six and a half

Under my supervision, I introduced my daughter to virtual worlds using the first Quest virtual reality glasses.Now, my daughter is six years old, and she has grown into a smart and talented girl. I firmly believe that the virtual reality tools I provided her have played a significant role in enhancing her English skills, fine motor skills, concentration, and more. 

I plan to write a dedicated article about this in the near future. If you're interested, I can update you and share the article on raising children in the age of virtual reality. You can sign up on the website to receive it.

Why am I sharing this? It's simply based on my personal experience. I have witnessed my daughter's positive development and growth without any noticeable drawbacks. I see only advantages from my perspective.However, it is important to note that my words are not advice, but rather an account of my personal experience. Each parent should consider their own circumstances and make an informed decision regarding virtual reality for their children.

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