Meta continues to face scrutiny regarding its handling of younger users on its platforms, but the company is also gearing up to introduce new products targeting this demographic. In a recent blog post, Meta announced plans to launch an education-focused product for its Quest VR headset later this year, positioning the device as an essential tool for classroom learning.

Although the product is still unnamed, Nick Clegg, Meta’s president of global affairs, shared details in the blog post, mentioning features such as a dedicated hub for education apps and tools, as well as streamlined management of multiple headsets without individual updates. While specifics about the business models for hardware and services remain undisclosed, Meta views this endeavor as a long-term investment.
“We understand that this will be a gradual process, and profitability won’t be immediate,” Clegg stated in an interview with Axios.
On a positive note, Meta’s foray into education could enrich the content available to Quest users and foster a thriving developer ecosystem, though it may not yet address the VR “killer app” critics have been seeking.
However, amidst these developments, Meta faces criticism on other fronts. Its messaging service WhatsApp recently received backlash for lowering the minimum age for users to 13 in the U.K. and EU, down from 16.
The education initiative will launch later this year and will initially cater to institutions with students aged 13 and above, starting in markets where Quest for Business is already supported. These include the U.S., Canada, the U.K., Japan, and various other English-speaking and western European countries.
While several companies are exploring VR in education, such as Immersion VR and ClassVR, widespread adoption still faces challenges. Concerns linger over the practicality of using VR headsets in classrooms, considering existing concerns about screen time for young people.
Moreover, the cost of purchasing headsets and supporting infrastructure remains a significant barrier. While Meta has donated Quest headsets to some universities in the U.S., the extent of long-term subsidization for growth remains unclear.