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Parents of adolescents frequently view traditional gaming through a lens of skepticism, citing significant concerns regarding potential addiction, exposure to violent content, and the promotion of sedentary lifestyles. Despite these reservations, there is a notable shift in perspective when gaming technology is framed as a vehicle for physical health. Parents recognize that many adolescents fail to meet recommended activity levels and are increasingly open to integrating technology into daily routines if it serves as a functional tool for exercise.
Virtual reality exergaming represents a promising bridge between these conflicting parental attitudes. While many parents possess limited technical knowledge of virtual reality and harbor anxieties regarding the costs, social isolation, and safety risks associated with immersive hardware, they acknowledge the unique potential of gamified movement to engage otherwise inactive youth. This willingness to embrace new technology is contingent upon the assurance that such interventions provide tangible health benefits and are designed with appropriate safeguards to mitigate common parental fears.
To successfully implement home-based virtual reality interventions, developers must prioritize transparency and user-centered design. The findings suggest that future initiatives should involve collaborative efforts between technology creators and adolescent steering committees to ensure that content remains both engaging and effective. By addressing parental concerns regarding safety and content quality, the industry can leverage virtual reality as a viable solution to combat sedentary behavior in adolescents, transforming gaming from a perceived health risk into a constructive tool for physical wellness.
Elsevier · 2025