This visual essay draws upon data from a commercially-funded project on which I was a lead researcher (Yamada-Rice et al, 2017). The study was undertaken to develop a set of best practices for the production of Virtual Reality (VR) content for children. The project combined large-scale quantitative data from a global survey with qualitative methods used to observe and interview a smaller sample of 8-12 year-olds. There was also a health and safety element that tested for changes in vision and balance pre and post VR use. This article draws from the qualitative dataset that investigated children’s interaction with a range of VR content and devices, the aspects that engaged them and how easy it was to use
Virtual Reality is fast becoming a reality, with estimates that over 200m headsets will have been so...
This rapid evidence assessment (REA) of literature was conducted to aggregate knowledge about young ...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
This visual essay draws upon data from a commercially-funded project on which I was a lead researche...
This visual essay draws upon data from a commercially funded project on which I was the lead researc...
This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual...
Children’s virtual worlds attract millions of preteens. This article, which uses ethnographic method...
As part of the wider EU MakEY project on ‘enhancing digital literacy and creativity’ the study repor...
Art museums implicate established spatial and social norms. The norms that shape these behaviours ar...
The growth of interest in virtual worlds and other online spaces for children and young people raise...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
Children of 6–7, 7–8, and 8–9 years explored a virtual environment (VE) consisting of eight building...
This paper reports on the German part of the MakEY project that considered how makerspaces can provi...
The data was recorded from primary school children visiting a VR simulation. It contains questionnai...
Since habits formed during childhood are predictive of adult behaviour, children form an important t...
Virtual Reality is fast becoming a reality, with estimates that over 200m headsets will have been so...
This rapid evidence assessment (REA) of literature was conducted to aggregate knowledge about young ...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
This visual essay draws upon data from a commercially-funded project on which I was a lead researche...
This visual essay draws upon data from a commercially funded project on which I was the lead researc...
This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual...
Children’s virtual worlds attract millions of preteens. This article, which uses ethnographic method...
As part of the wider EU MakEY project on ‘enhancing digital literacy and creativity’ the study repor...
Art museums implicate established spatial and social norms. The norms that shape these behaviours ar...
The growth of interest in virtual worlds and other online spaces for children and young people raise...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...
Children of 6–7, 7–8, and 8–9 years explored a virtual environment (VE) consisting of eight building...
This paper reports on the German part of the MakEY project that considered how makerspaces can provi...
The data was recorded from primary school children visiting a VR simulation. It contains questionnai...
Since habits formed during childhood are predictive of adult behaviour, children form an important t...
Virtual Reality is fast becoming a reality, with estimates that over 200m headsets will have been so...
This rapid evidence assessment (REA) of literature was conducted to aggregate knowledge about young ...
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of...