  Virtual reality (VR) is an important new technology that is fun-damentally
changing the way people experience entertainment and education content. Due to
the fact that most currently available VR products are one size fits all, the
accessibility of the content design and user interface design, even for healthy
children is not well understood. It requires more research to ensure that
children can have equally good user compared to adults in VR. In our study, we
seek to explore accessibility of locomotion in VR between healthy adults and
minors along both objective and subjective dimensions. We performed a user
experience experiment where subjects completed a simple task of moving and
touching underwater animals in VR using one of four different locomotion
modalities, as well as real-world walking without wearing VR headsets as the
baseline. Our results show that physical body movement that mirrors real-world
movement exclusively is the least preferred by both adults and minors. However,
within the different modalities of controller assisted locomotion there are
variations between adults and minors for preference and challenge levels.
