Virtual Reality Players are Suffering Injuries

Virtual reality (VR) headsets, a head-mounted device that provides an immersive virtual experience, are very popular! Sales of VR headsets rose from 5.4 million units in 2019 to more than a projected 14 million for 2024. These headsets are widely used with video games, but can also be used in other applications, such as training simulations. Many teenagers love to use these innovative devices because they are very entertaining and allow you to explore all sorts of different places, real or imagined. Unfortunately, users are prone to injuries.

What’s the problem with VR headsets?

As the number of people using VR headsets rises, so are the number of people injured. According to the National Electronic Injury Surveillance System (NEISS), in just four years between 2017 to 2021, the number of injuries related to VR headsets increased tenfold or almost 1000%. The real number of injuries are probably much higher since these NEISS figures only reflect people who visited the emergency room for their injuries, not those who went to doctor’s offices or who dealt with injuries at home.

Why do people get injured using VR headsets?

VR headsets present a very specific type of risk because you literally cannot see your surroundings while wearing the device. When a user plays a VR game, they have no idea where the walls or furniture are located. When they swing at something in the virtual game, they could easily hit a real object in the room with a lot of force without knowing it was there.

The devices encourage full physical engagement, such as walking, kicking, jumping, arm swinging, punching, neck movements, ducking, and bending, but the user is basically blind while doing these movements. Many VR-related injuries are caused by a direct blow to a hard object, like a wall or doorjamb, or by running into furniture. In addition, the headsets can throw off spatial awareness and senses, or cause dizziness, making it easier for users to fall. Users can literally misjudge where the floor is because the virtual reality experience can be so disorienting.

What types of injuries to VR users get?

According to a NEISS study, the most common VR-related injury, accounting for 30% of ER visits, was a fracture, followed by lacerations, at 18.6%, contusions at about 14%, and strains or sprains, which accounted for 10%. Young children, up to the age of 5, were most likely to injure their face, while those 6 to 18, were most likely to hurt their hands or their face. Adults primarily hurt their knees, fingers, wrists, and arms.

Among the NEISS cases were: a 60-year-old man who ran into an object, striking his chest on the wall and suffering a contusion to his ribs; a 13-year-old boy who ran into a table, lacerating his face; a 9-year-old who dove and hit his face on a television stand, giving himself a dental injury and cutting his upper lip; and a 12-year-old who was evaluated for a head injury after leaning onto a virtual shelf that caused him to fall into a real shelf.

How can VR headsets be used safely?

To keep your teen safe while using a VR device, follow these tips:

1) Limit time. To reduce disorientation (and motion sickness for some people), make sure that you take a break from the headset after 20 minutes. Even a 5-minute break to have a drink or see some natural light, can remind your brain where your body actually is.

2) Sit down. A large majority of accidents can be prevented by sitting down while using the device. Although some games require movement, sit down as much as possible.

3) Create unobstructed place. Much like baby-proofing a home, create a clear and safe area free of obstacles if you are going to move around with the headset on. Check for obstructions you might hit with your arms outstretched. Remove furniture (especially tables), tripping hazards (such as rugs and cords), and any other hazards (lit candles, cactus plants, etc). Cover sharp edges and corners with foam cushioning.

4) Remove animals. Your pets won’t know you can’t see them, and you won’t know if they wander into your space. Keep them in another room while playing.

5) Set up safety protocols in device. Manufacturers provide some safety options, such as setting up play boundaries in the headset so that play won’t venture into areas encumbered by real-world objects, such as walls. If the user steps beyond the boundaries, the device alerts them.

6) Get a buddy. One of the best safety ideas is to always have a second person not using VR to act as a “spotter” while you play. A second person who watches and assists can warn the player if they are getting too close to hazards.

Final Thoughts…

VR headsets are an exciting and fun device for teens, but parents should take the time to discuss safety with their child and follow the 6 tips listed above to prevent injuries.

Leave a Reply