How VR Could Change Education & Entertainment for the Next Generation

Virtual reality experiences designed for kids is a swiftly growing area. The next generation could be the first to truly embrace VR as it transforms the way they learn and more. 

Virtual reality is poised to become a multi-industry game-changer for this generation—but the technology is already being used by many to transform education and entertainment for the next generation as well. Virtual reality projects and products designed for the pre-teen set are being launched at a quick pace—and today’s kids could be the first to get hooked on VR.

A 2015 survey on virtual reality conducted by Greenlight VR found that younger consumers are more excited about the technology than the older generations, with “Gen Z” the most passionate about it. Parents might want to prepare: 70% of teens and tweens interviewed would "definitely” or “probably” ask for a VR device. Since then, we’ve seen The New York Time’s Google Cardboard giveaway inspire parents to hand headsets over to their children, McDonald’s turn the Happy Meal into a kid-sized virtual reality experience, and Mark Zuckerberg publicly declare that he will “absolutely” let his own kid play VR games. While virtual reality might still be in the early stages of mainstreaming, it’s becoming clear that VR could be the norm for the next generation.

In our Q&A with VR leader Framestore, Executive Producer Christine Cattano told us that virtual reality has major potential to impact the next generation. She explained, “Obviously the initial players [in VR] are going to be gaming and entertainment, but I think there's lots of really interesting value to be added to areas like healthcare and education. Education, to me, is probably the most exciting. I’m excited to see how VR changes how kids are interested in certain places, and how we can…

 
 

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The Newsfeed

Quote of the Day: “I like playing and talking about [Animal Crossing] with other people. It's nostalgic for me since I've been playing games from the series from a young age.”—Female, 22, PA

Which brands had the most YouTube subscribers in 2018? In media, Warner Bros. topped the list with 6.4 million subscribers, followed by BBC and ESPN. Apple beat out last year’s winner for tech PlayStation, while Red Bull and Ford remained the reigning champs of food and beverage and automotive, respectively. Finally, Nike was first place in the clothing category for the second year running, with 30,000 more subscribers than their closest competitor, Adidas. (Tubefilter)

A “Little League for esports” is fostering future esports stars—and fans for life. Super League Gaming is bringing some much-needed organization to youth competitive gaming, building teams of young Minecraft, League of Legends, and Clash Royal players, helping them train and compete. But the program isn’t just for the next Ninja; just like traditional sports, kids get a sense of community among like-minded friends. (AP News)

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Vitaminwater is wagering $100,000 that you can’t give up your smartphone for a year. Contestants have to disconnect from internet-enabled devices where “texting is a pleasant experience” for 365 days and post a pic to Twitter or Instagram explaining why they need the digital detox. And when the year’s up, they have to prove it. Considering that 65% of 13-36-year-olds told Ypulse they would be unable to unplug from their smartphones for a week, earning that $100,000 may be harder than they know. (Fortune)

Hard seltzer revenue skyrocketed over 400% over the past 18 months. White Claw leads the way for the category with top-of-the-results organic search (they’re the number one Google result for “hard seltzer”) and a social media presence that focuses on health and wellness-related imagery. Sparkling water is already one of Millennials’ favorite things to drink, and its hard version could rise through the ranks of their top alcoholic beverages. (Gartner)

Quote of the Day: “People call [video game culture] nerdy but I see nerdy as a positive connotation.”—Female, 28, MA

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