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Wednesday, 3 December 2025

XR Safety, Ethics & Accessibility in Libraries: Ensuring Responsible Immersive Experiences


5th Blog in the XR-in-Libraries Series

By Niranjan Mohapatra, World Skill Center 

Extended Reality (XR) technologies—encompassing AR, VR, and MR—have become integral tools for education, skill training, research support, and digital literacy programs in modern libraries. However, with these opportunities comes an essential responsibility: creating safe, ethical, and accessible XR environments for all users.

As libraries evolve into immersive learning laboratories, XR governance becomes just as important as XR hardware. This blog outlines the core safety, ethical, and accessibility frameworks librarians must adopt to ensure these technologies are inclusive, secure, and responsible.

 

1. Understanding XR Risks in Library Settings

While XR opens pathways for immersive learning, it also introduces physical, psychological, and digital risks:

Physical Risks

  • Collisions due to limited spatial awareness
  • Tripping over cables or furniture
  • Eye strain and dizziness during prolonged sessions
  • Motion sickness, especially in fast-moving VR content

Psychological Risks

  • Over-immersion causing emotional distress
  • Exposure to age-inappropriate or sensitive content
  • Difficulty distinguishing virtual versus real environments

Digital & Data Risks

  • Tracking of eye movements, gestures, and user biometrics
  • Cloud-based storage of usage patterns
  • Privacy vulnerabilities in third-party XR platforms

Libraries must recognize these risks early and build policies around them.

 

2. Ethical Principles for XR Use in Libraries

Ethical use of XR involves more than selecting safe devices—it requires transparent, responsible, and accountable practices.

Key Ethical Dimensions

a. Informed Consent

Before using XR, users should be clearly informed about:

  • What data the device collects
  • How their usage will be recorded
  • Physical and psychological risks

Clear consent forms and pre-use guidelines are essential.

b. Age-Appropriate Content Governance

Libraries should:

  • Use classification systems (e.g., 7+, 13+, 18+)
  • Avoid content with violence, triggering visuals, or inappropriate themes for minors
  • Develop “content suitability checklists”

c. Transparency & Data Privacy

  • Inform users if XR experiences connect to the Internet
  • Disable unnecessary data logging
  • Use institutional accounts instead of personal accounts
  • Avoid platforms that store sensitive biometric data

d. Intellectual Property Ethics

  • Follow licensing rules while creating XR content
  • Avoid using copyrighted 3D assets without permission
  • Promote Creative Commons models and open XR repositories

 

3. Designing Accessible XR Experiences in Libraries

Accessibility is one of the most important yet overlooked aspects of XR integration. Libraries must ensure inclusive experiences for users with physical, sensory, or cognitive limitations.

a. Physical Accessibility

  • Provide adjustable-height seating for seated VR use
  • Offer controllers suitable for limited mobility users
  • Ensure wheelchair-friendly XR spaces
  • Provide staff-assisted experiences for users who cannot hold controllers

b. Sensory Accessibility

  • Subtitles and transcripts for AR/VR learning modules
  • Audio descriptions for visual elements
  • High-contrast visual modes
  • Adjustable brightness and sound levels

c. Cognitive Accessibility

  • Simple step-by-step instructions
  • Reduced complexity modes for XR apps
  • Option to pause and resume XR activities
  • Staff guidance available at all stages

d. Accessibility Tools to Integrate

  • Hand-tracking for users unable to use controllers
  • Eye-tracking menus
  • Haptic feedback for visually impaired users
  • Adaptive gameplay or experience modes

 

4. Safety Protocols Every XR-Enabled Library Must Implement

a. Pre-Use Safety Screening

  • Ask users about motion sickness history
  • Check if users wear glasses—adjust lenses accordingly
  • For minors, require parental/guardian consent

b. Physical Space Safety

  • Use cushioned floor mats
  • Clearly mark XR boundaries with physical markers
  • Use “guardian mode”/boundary systems to reduce collisions
  • Remove unnecessary furniture from the active zone

c. Device Hygiene & Maintenance

  • Clean headsets after every use using alcohol-free wipes
  • Use disposable face covers
  • Maintain separate covers for children and adults
  • Update XR software regularly to prevent system vulnerabilities

d. Session Management

  • Restrict VR sessions to 20–30 minutes for new users
  • Allow breaks between sessions
  • Have staff supervise every session
  • Log device usage for tracking maintenance needs

 

5. Developing XR Safety and Ethics Policies: What Libraries Should Include

Libraries should create an XR Policy Manual with sections such as:

User Eligibility Guidelines

Booking Rules

Safety Instructions & Consent Forms

Acceptable Use Policy

Content Classification Framework

Device Hygiene SOPs

Accessibility Support Procedures

Data & Privacy Policy

Such documents not only protect users but also help library staff manage XR services responsibly.

 

6. The Role of Librarians: XR Safety Stewards

Librarians are no longer just custodians of information—they are:

  • XR facilitators
  • Safety supervisors
  • Ethical mediators
  • Accessibility advocates

Training in these areas is essential to ensure that XR services are safe, inclusive, and beneficial for all community members.

 

Conclusion

As XR becomes mainstream in libraries, the focus must shift from “adopting technology” to adopting technology responsibly. By addressing safety, ethics, and accessibility proactively, libraries can:

  • Build trust among users
  • Ensure inclusive participation
  • Protect user rights and privacy
  • Establish themselves as leaders in emerging technologies

In the next blog of this series, we will explore:
“Evaluating the Impact of XR Services in Libraries” — including KPIs, assessment tools, usage analytics, and user feedback models.

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