Publication: Youth and Extended Reality: An Initial Exploration of Augmented, Virtual, and Mixed Realities
Date
2021-10
Published Version
Published Version
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Publisher
Berkman Klein Center for Internet & Society
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Citation
Cortesi, Sandra, Alexa Hasse, Melyssa Eigen, Pedro Maddens Toscano, Maya Malik, and Urs Gasser. “Youth and Extended Reality: An Initial Exploration of Augmented, Virtual, and Mixed Realities,” Youth and Media, Berkman Klein Center for Internet & Society (2021). https://cyber.harvard.edu/publication/2021/youth-extended-reality
Research Data
Abstract
Extended reality (XR) technologies are becoming increasingly pervasive in the lives of young people today, entering homes, classrooms, and museums. These immersive technologies hold great promise for learning, creativity, and self-expression, while coming with risks connected to accessibility, privacy, and safety. This report seeks to showcase some of the Youth and Media team’s initial learnings and questions around the potential benefits and challenges extended reality technologies may present for youth (ages 12-18), as well as concrete XR examples in domains such as learning, physical and mental health, and diversity, equity and inclusion. The piece also highlights examples of ways youth may design their own XR experiences, creating pathways for them to contribute to the societal discourse around these systems. This paper is not meant as a comprehensive overview of all youth-relevant XR experiences and their risks and benefits. Instead, the piece seeks to inspire further research and dialogue in the XR space and encourage a variety of stakeholders — including policymakers, international organizations, educators, and parents and caregivers — to discuss how we can, together, empower youth to meaningfully engage with XR technologies to promote learning, well-being, and inclusion, while addressing key concerns.
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Keywords
Youth, young people, children, adolescents, teenagers, high school, middle school, digital media, Internet, online, extended reality, augmented reality, virtual reality, mixed reality, learning, education, physical health, mental health, social issues, funding
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