For the growth of the metaverse, mobile digital identities are essential

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what exactly metaverse? Is it a fully immersive digital and parallel 3D world in which we live, play and work? Or is it a series of interconnected virtual experiences in which we seamlessly navigate using portable digital avatars and accessories? The exact nature of metaverses is not entirely clear yet, nor is the degree to which they actually exist today.

While there may not be an exact definition of metaverse, there is no denying the existence it will increasingly have in all aspects of life. In fact, Gartner It predicts that by 2026, “25 percent of people will spend at least one hour per day on metaverse for work, shopping, education, social media and/or entertainment.”

I believe the metaverse is not just a destination that we reach through technological devices, but a digital identity that we carry across platforms and experiences. It seems that no matter how we define this concept, the role of digital identity remains consistent across all metaphysical visions. This digital identity will include the way we present ourselves visually and audibly. It will include the digital assets we own and the digital spaces in which we operate.

For the metaverse to eventually succeed, I believe there are three main technological capabilities that must be present:

  • Personalization of the user’s identity or identities.
  • The ability to carry identities across platforms.
  • Access from the user’s mobile device.

Cross identity, cross platform

Today, our online personas are usually associated with email addresses, user IDs, and profile pictures and we often use the same username across multiple platforms, even when logged in with a different email. Fast-forward to the future: Our digital avatars now serve as our online identities, with users spending more time in the metaverse for both business and entertainment. It is normal for users to want to own their own personal data and the identities they assign to the metaverse, which will vary depending on their activity. Their personality in, say, their volatile workplace will likely differ from who they are in a metaverse nightclub, just as it might differ in real life.

Users can choose a visual avatar from one system, a voice identity from another system, and an animation from a third system, using these custom avatars to connect their real and virtual worlds. As venture capitalist Rex Woodbury pointed“In Web3, identity becomes portable and configurable… The point is that the disparate elements of your identity unite into a single digital site that you own and control.”

For the metaverse to truly take off, there needs to be a strategy in which individuals can access and build meaningful connections with their digital identities across devices on a daily basis. Developers are expanding existing augmented and virtual reality experiences by improving virtual reality glasses the design To make it lighter, more connected and more affordable.

Companies that want to attract more users will need to be able to carry their digital identity across the metaverse, regardless of entry point or platform — for example, implementing a global virtual studio technology (VST)-like standard for vocal avatars.

What does this mean for the short- and long-term view of metaviruses? Our digital identities should be readily available in all aspects of our lives. A digital identity that can only be accessed through a VR headset or desktop computer will only be relevant to the hours we spend with these devices. In other words, the metaverse has to exist on the go, just like us.

Smartphones: the gateway to the metaverse

It should be the metaverse too can reach To the widest possible audience of the most widespread and user-friendly device. Today, this device is a smartphone. Currently the majority of internet activity is done through mobile phones. In many countries, including the United States, if people can only buy one Internet connection device, they do Choose smart phone. With that in mind, it’s no surprise that smartphone users around the world can do just that Reach 4.5 billion by the end of 2024.

Just as laptops didn’t disappear with the advent of the smartphone, browser-based social metaverse experiences will continue even as augmented reality glasses and headphones proliferate. Although it will take some time for the hardware to catch up with the software, it is an essential step to reach the majority of potential citizens belonging to the gaming world.

When Microsoft CEO, Satya Nadella, said, announce pending acquisition Activision Blizzard In January, he boosted the company’s gaming footprint and ability to deliver mobile experiences, stating that games “will play a major role in the development of metaverse platforms.”

with the estimated Three billion gamers worldwide in 2021, smartphones are key to driving mobile gaming, which in turn will drive the metaverse.

While the technology may not have fulfilled the metaverse’s vision yet, companies are making progress. NewZoo’s Introduction to Metaverse The report asserts, “We are collectively heading toward greater participation in even more boundless, interconnected simulated environments than our real environments.”

The successful companies in this field will be the ones that attract the largest number of audience with a mobile, immersive and holistic experience. They will help build a widely accessible metaverse and allow users to personalize their digital identities, which they can then carry across interconnected virtual worlds – wherever and whenever they are.

Jaime Bosch is co-founder and CEO of Voicemod.


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