Kzero conducted “what we believe to be the first ever qualitative user testing research with kids and tweens using the Oculus Rift”. The young respondents came up with non-game usage. “Some of the ideas they came up with included scanning their real-world teddie-bear or favourite toy, re-creating it in VR and then being able to interact with it (girl aged 8). An older boy (12) wanted to be able to explore a Harry Potter movie-set. A boy and girl (both aged 9) wanted to become animals, ‘live’ like them in their natural habitat and interact with other animals.”
The respondents also saw education as a terrain where VR could make sense. “In particular the concept of ‘Virtual Field-trips’ was popular. They wanted to use VR in the classroom to make lessons more interesting. Specifically, some of the examples they came up with included visiting a rainforest, exploring a tudor house, being on the Normandy beaches and our favourite, being shrunken down to a microscopic level and travelling through the human body. Another facet to their feedback was experiencing history from different perspectives, such as being on the Titantic and being able to switch from being the Captain, to a first class traveller to a deck-hand.”