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Virtual Reality for the Next Generation

April 23, 2026 · insights

  • The "Slipping" Headset: Even with lighter headsets and the slimmer lenses of 2026, headsets are often still balanced for adult skulls. Whether it's my kids at home or during playtest sessions, it's still very common to see children constantly adjusting their headsets. This is especially noticeable during high-movement, high-intensity games. Design Tip: Include UI breaks or "check-in" moments that allow players to adjust their fit without missing gameplay.
  • Tiny Hands & Precise Triggers: Controller grips are still large for an eight-year-old, and trying to reach all the buttons and triggers can quickly tired out small hands. In Silent Slayer: Vault of the Vampire, precision is everything. We’ve found that mapping critical actions to tactile "squeeze" gestures rather than reaching for tiny face buttons helps younger players maintain the steadiness required to disarm a vampire's trap.
  • The Height Gap: Don’t put the clues on the top shelf! In our I Expect You To Die series, we solved this using Telekinesis (TK). This allows players of any height to interact with the world comfortably. Similarly, games like Gorilla Tag have their shorter players in mind and adjust to the floor height, effectively leveling the playing field and ensuring taller players pumping their arms higher don't lead to a gameplay advantage.
  • Age matters. A lot.: The stuff that seven-year-olds like is usually VERY different from the stuff that eleven-year-olds like. Interests, cognitive abilities, reading levels, and dozens of other factors vary drastically as kids age. Particularly if you’re designing for the elementary to middle school range, do your best to pick a very specific age range to target. A three-year spread can still be a lot to cover.
Pro Tip: Always include a "Floor Offset" or "Seated Mode" in your settings. If a child can't reach the virtual table in Lost Recipes, they can't learn the culture.

  • Mixed Reality (MR) is the Safety Bridge: Handheld AR has evolved into full MR passthrough. For kids, MR is a game-changer because they can still see their bedroom floor, preventing "oopsie" moments like punching the TV or tripping over the cat.
  • The Power of Physics: Whether it’s the rhythmic combat of Until You Fall or the physics-heavy world of Bonelab, kids expect everything to have "weight." If they grab a sword, they expect it to clink against the wall.
  • Social Presence: In Among Us 3D, the most successful interaction isn't just the voice chat; it's the pointing and waving. Designing for "body language" allows kids to communicate even if they aren't allowed on voice chat quite yet.

  • Humor is a Multiplier: The dry wit of "The Handler" and sheer number of ways to expire in I Expect You To Die makes the game "memeable" for a younger audience. If a kid can clip a funny failure and share it, your game wins.
  • The "Streamer" Effect: Games that look good on a 2D social media feed—like the high-energy movement of Gorilla Tag or the high-stakes tension of Silent Slayer—capture the attention of the "Next Gen" who watch their favorite influencers play before they ever put on a headset.
  • Community-Driven Content: Rec Room and Roblox VR remain titans because they allow kids to create. Providing "creative modes" or customizable skins is no longer optional; it’s an expectation.

  • Precision Training: Using the "steady-hand" mechanics of Silent Slayer to teach basic surgical or mechanical concepts.
  • Cultural Immersion: Using Lost Recipes to teach history through the chemistry of cooking.
  • Empathy Simulations: Experiences that allow students to navigate social scenarios in a safe, repeatable environment.

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