A research paper by Stanford VR researchers outlines five key findings about virtual reality (VR) based on decades of psychological research.
Implications for consumers include choosing purpose-specific headsets, the influence of avatars on self-attitudes, effectiveness of 2D content for schoolchildren, privacy risks in VR, and challenges with accurate movements in certain apps.
The paper suggests VR is primarily used for experiences that are dangerous, impossible, counterproductive, or expensive to implement in the real world, emphasizing the need for longitudinal studies and understanding VR downsides.
The research paper proposes the concept of 'DICE' to categorize VR experiences and highlights the contrast between using VR for specific experiences versus everyday tasks, like email or office work.