A new research paper by Stanford VR researchers outlines five ground truths about VR based on decades of study.
Implications for consumers include selecting specific-purpose headsets, understanding the influence of avatars on self-attitudes, and considering privacy risks.
VR apps catering to accurate movements can be challenging depending on the headset model, while 2D content may be more effective for schoolchildren.
The research also highlights the use of VR for experiences categorized as dangerous, impossible, counterproductive, or expensive, emphasizing the need for thoughtful application in various scenarios.