I feel like meta or Mark Zuckerberg did this to attract more kids to the metaverse without getting in drama with recroom, but junior accounts are a thing and recroom makes it clear that it's the players' responsibility for using a junior account and they have moderation. Wouldn't this wipe out quite a lot of recroom players? And this doesn't even prevent kids from lying about their age anyways.
#Juniors are banned from oculus quest 2 now?
168 messages · Page 1 of 1 (latest)
L children
How is banning children attracting them?
Banning children from rec room will make them use the metaverse instead, and the target audience for the metaverse seems to be brainless children but they just don't show that
Meta is banning all children from their software.
Or any software on their platform.
Are you referring to horizon worlds when you say Metaverse?
Why only for that device though?
They should at least limit them more on other devices, too.
To follow meta’s rules.
As much as this would be ideal, it’s not realistic. Children users are not as large as people make them out to be however, they still add a large amount of income. I’d say the most effective option that’d be safe for Rec Room’s income would be separating juniors & adult accounts.
Ohhh that makes sense.
That's the thing, they need to figure out how because some play on major (adult) accounts.
I think if Rec Room would attempt to appeal to a more mature Audience it’d go quite well however, it’s a large risk that I don’t think they’d be willing to take.
Or I suppose “we’re” could be better since on November 14th some results of banning children will show, I’d say positive over negative.
& since quest is the majority of players I think they could reconsider their advertising & features to appeal to a more mature audience, since it’d be more profitable.
Just separating servers I think would be a start, since you can always report juniors on adult accounts.
Yeah, and if that account belonged to someone else then rip.
I think at least currently separating servers would lead to less juniors on adult accounts than banning all juniors.
I’m fairly certain you’re responsible for everything on your account, therefore it’d fall on whoever allowed a junior on their account or couldn’t stop a junior from accessing their account.
Also make sure to report juniors on adult accounts, it’ll have an effect if everyone does it.
If rec room did try to appeal to more mature audiences, while that would be good for pre existing and or new enough players, I feel it would lessen the image the game has built
What I'm trying to say is Rec Room is clearly marketed to kids, so they will definitely have to think of a new marketing idea
And when I say lessen the image, I'm talking about how parents kinda respond to Roblox, removing these people on Meta systems may give parents a bad perspective on the game, as they may go on to believe it's only older kids / adults Although a change like this would give pre-existing players a better look on RR, as many complain about people under 13 using 13+ accounts
They aren’t banning. They just aren’t letting those accounts be played on meta devices!
Look in announcements
“🚨 META DEVICE PLAYERS 🚨
Meta is requiring Rec Room, and all apps on the platform, to block users under 13 years of age or be removed from the Quest store. This means Junior accounts will not be supported on Meta devices starting 11/14. Make sure you have a password or a parent’s email linked to the account, and visit https://recroom.com/meta for more information.”
All these articles are just lying. Look in the QnA on the link: Will the Junior accounts be blocked on other platforms?
No, Junior accounts will still be accessible on all other platforms that Rec Room is available on that allow for users under 13 years of age. See the platforms we’re available on here: https://recroom.com/download
Children arent even aloud to play Meta/Quest at all. TOS says so for not only rec room but for meta themself
Everyone, from people who has an opinion on this say. Its the safer way to keep children out of danger and injuries
Originally the game was marketed for teens/adults, then 2020 hits, kids began raiding Rec Room in massive amounts since the quest 2 was affordable. Change will always happen, every VR game on Quest appears to have a child issue. Even if you still consider it changing the game, it’d be best for long term success.
This isn’t actually a new rule for Meta they have just been letting Rec Room do this until now. There’s a difference with past Roblox since it had very limited text chat, Rec Room uses Voice chat. There’s an issue since kids shouldn’t hear voice chat & they aren’t meant to, by having junior accounts. Parents shouldn’t let their children in VR, it literally says 13+ on the Quest box.
Well I know the rule isn't new by any means (it says it on the website, box and other things connected to it) Yet it seems that alot of online games are increasing this rule in recent months, not just including meta products or games on the store itself. A few other games have aswell.
Kids lying about their age is very hard to stop, for example, when voice chat first rolled out on Roblox (to a select amount of users) it initially asked for an ID for proof of age (13+). Im unsure if this is still required though. Another thing is how Roblox chat filter slightly changes when the account is recognized as someone 13 or above, obviously the filter is still crap, but you get my point
It’s a legal requirement from CAPPA for not child friendly games with specific age ratings, it’s been there for a while & it is obligated to legally.
You can’t stop children from lying about their age & using voice chat, which is why it shouldn’t be in a children’s game. Roblox likely did this at first because it’s implementing a mature feature in what was a kids game. Rec Room has always had voice chat therefore asking for ID now would likely make a large majority of players drop the game since it’s a massive invasion of privacy to a main feature of the game.
I think it’s more to do with how VR affects eye development in younger people
Not exactly the purpose of limiting vr.
It’s mainly due to having a private access to the internet & extremely mature content in games in a easily accessible way.
There isn’t currently solid information on health effects & it’s mainly just peculation. Eye damage wouldn’t be the most logical as it’d be similar to looking at any other screen.
Oh, i was under the impression it was more to do with depth perception, as VR trains you to look at fake, simulated distance
The only physiological damage would likely not be actual damage just similar to sex/violent games & such which could be stated to cause physiological damage in children. However, this is mostly similar to any device, VR is just more intense & private.
I don’t really see the logic behind that medically, though I understand why that could spread around.
It’s likely a mix of eye strain, if anything.
Motion sickness & eye strain are the only things I could see having a very temporary effect on motion when the headset isn’t on.
It just kinda talks about “visual development”. There are also a few “can”s, but it’s still definitely something they’re worried about
It is something to worry about however, it’s likely the same effect as prolonged eye strain effects. There’s warnings though there isn’t 100% evidence currently.
Might not be as big of a concern as some others, but it’s definitely still one of them.
& it’s not the main reason for the 13+ enforcement.
Just thought i’d bring it up as it’s another point to push the idea that Meta isn’t just doing this for no reason
Have they given a main reason yet? I can’t find much online, mostly just sites talking about how it will affect Rec Room specifically
I think it’s implied for the most part, though it’s always been a meta policy.
I think the warning is just to protect themselves until there’s more data on how VR affects that kind of stuff, so they can’t be held responsible later.
I’d agree. There can be negative eye effects though they are very likely just temporary or would cause damage the level of a normal screen. Kids shouldn’t use VR regardless though.
Nono these are concerns about how it may permanently affect eye development. They don’t know for sure, how it may impact it, but they’re afraid enough that it could, that they’ve put warnings about it in all their VR devices. They probably mean young young people, but refer to just anyone under 12 to make sure they’re covered
“younger children are in a critical period in visual development.”
I understand though, it’d have a similar effect to any screen.
Which is bad for very young children, just vr is more intense & forced exposure which could lead to the likelihood of increased effects.
Well that could play into it too, but i feel like they’re more referring to VR specifically, since it goes about 3D depth in a completely different, more-realistic-but-not-quite-real way.
Since normally screens don’t do that
3D depth is different than VR.
VR’s 3D depth is different than any other device’s
Rather than just knowing “this thing is behind that thing”, VR’s 3D depth actually makes it look like one thing is physically behind another, in a way that looks like it is a real thing in that space
It is however, the most that could do is increase eye strain which is the same effect as a screen though it has increased effects which are more damaging.
Focusing on any object real or fake can cause eye strain.
Though when you mix screen eye strain & object eye strain, it gets more severe.
There’s also motion sickness which can last hours.
Eye strain is more about difficulty focusing on or looking at things, it is strain in your eyes. What VR developers are more afraid of is that it may also impair things like hand-eye coordination or depth perception. Which could fit under a blanket term of “eye problems” or maaybe “eye strain”, but are separate things that people don’t usually worry about with regular device screens.
Eye strain can lead to permanent damage & vr is an increase which can be unsafe for children though the misconception is that it’s new.
Regular screens don’t affect things like hand-eye coordination. What i’m saying is that on top of the usual eye strain people worry about, VR also poses its own unique risks.
or balance, which is apparently another concern they have according to the warning
These sound like symptoms of motion sickness.
I wouldn’t say motion sickness, as people could still experience these things without feeling sick from the VR.
It’s fear that it may cause children to develop to adapt to VR’s simulated “effects” rather than real life’s, or at least enough to negatively impact real life’s.
Simulated effects? Don’t really see how VR could permanently effect hand eye coordination.
Balance is understandable temporarily as is it a result of motion sickness.
Neither, but it’s an existing concern, and they say as much in their warnings. It’s more of a “juuust in case” thing
Besides not being able to focus due to eye strain damage though again this isn’t completely unique to vr, I understand the concerns & possible leads to permanent damage though.
I suppose it’s for the best regardless, avoiding eye damage is important.
It’s just a mix of that it has more intense effects, and some extra effects that aren’t as prominent with other types of screens, that they feel the need to mention it as well. We don’t know for sure how much it can affect people or even if all of it can, but they include it in their warnings to play it safe.
Some of it is unique to VR, not all of it though, yeah.
Meta’s stock is dying currently, whatever avoids the lawsuit.
Oh damn it is??
I just thought it was the Metaverse (or whatever they call that one VR game they have, i think it’s called something else)
I hope they don’t drag Oculus down with them if they start to lose too much money 😢
Some effects can be unique though I think what causes the effects isn’t, it’s mainly different mixes of exposure between screen strain, object strain & motion sickness which could lead to possible effects therefore the warning is smart.
Oculus… is dead…
They changed the name to meta, oculus is gone. Horrible decision.
Oh Oculus is still the company name i think, the app is called the same thing and so is their website
But Meta has slapped their name over Oculus’ on their device’s names
Because “Meta Quest” definitely sounds cool and modern and not at aalllll like an adult trying to hard too sound cool and modern
Nah, they changed it. The mobile app is called meta quest.
It’s quite unfortunate as oculus is actually a word in relation to VR.
ah, but Meta is a fancy gamer word maybe sort of and we are big modern gamer company now

There’s been leaks though it’d be the “Meta quest 3”.
Oh ye, that’s what i mean
i just can’t call it that 😆
I always automatically go for “Oculus”
Meta’s stock is dying because they’re putting everything in vr. Stock holders trying to make a quick buck are complaining.
It’s much more natural to say stuff like “i play on Oculus” than “i play on Meta”. Oculus just feels way more natural and isn’t a word used for anything else really. Meta isn’t quite a common word, but is still used a fair bit in other areas of gaming. Bad Zuckerberg, bad. >:(
Though it’s strange how they have so many employees yet they aren’t making progress anywhere near what they should be with that amount of employees.
This years meta connect only announced one new thing & it was legs.
Which weren’t real when they showed them.
Oh yeah i heard about that, i don’t know what they were thinking
Agreed & now people are associating Meta VR & Facebook.
Which I think was something they were trying to avoid.
Since Facebook has done some sketchy shit.
I also hope they don’t start to pull a ton of sneaky intrusive data collection stuff for ads like i’ve heard they always did on Facebook. Ads in general sounds like it’ll be a shitshow if they bring it to VR
One game tried ads in VR, backlash was massive.
~~ Facebook ~~ Meta will find a way
I wanna say that they have enough money to force it, but if their stocks are way down that may not be true, which is good
I think the game was called Blaston.
I think VR is going down a PC route therefore ads there would be a good comparison.
Currently it’s more of a mix between Mobile & PC.
Fucking hell, just looked at the Blaston situation and yeah, people were MAD
Unrelated but I think Horizon Worlds and the "metaverse" as a whole is really bringing people's thoughts on VR to the negatives, it's clear it's not helping their stocks either
The Metaverse is realistic & important, just not meta’s Metaverse.
They aren’t trying enough in right areas.
They just keeping repeating Metaverse & showing possibilities.
I just don't understand how they are planning to do so
I haven't been paying in depth attention to it, but I have a rough idea what they are at
What “will” be possible.
I think it’s a bit different, it’s just a starting point.
Ah
Ye
Being a no pc VR system is definitely a help for them
But they've got alot of recent competitors
But none are really as well known as oculus / meta
The PSVR 2 got announced, wondering how things will go with that
Stand-alone likely isn’t the future or the future in the next 5 years.
It’ll likely be a mix, mainly focusing on steaming to pc.
True
Kids see their fav YouTubers play things like VRchat, but they can't afford those headsets, so oculus is the solution to them
Driving more traffic to meta itself
Indeed & it isn’t even meant for kids.
Although there's yet again the whole 13 thing
And (before now) you had to make a Facebook to get in (or something else connected to facebook) so they got more members along with it
That’s why the price was low at first.
Now with that system gone the price went up.
I assume junior accounts on non meta systems will survive
As little of those as there are
Although I believe PSVR was marketed towards a 12+ then a 13+ initially
Yep, it’s in their QnA page
i just think oculus sounds better tbh
it’s still 12+ in the health thing that pops up
on the 11th