For the Metaverse to grow, mobile digital identities are needed

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What exactly is the metaverse? Is it a fully immersive, parallel and digital 3D world in which we live, play and work? Or is it a series of interconnected virtual experiences that we seamlessly navigate through our wearable digital avatars and accessories? The exact nature of the metaverse is still not entirely clear, nor is the extent to which it already exists today.

Although there is still no exact definition of the metaverse, there is no denying the presence it will increasingly have in all aspects of life. In fact, Gartner predicts that by 2026 “25% of people will spend at least one hour a day in the metaverse for work, shopping, education, social media and / or entertainment.


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

In order for the Metaverse to ultimately be successful, I believe there must be three primary technological capabilities:

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

Cross-identity, cross-platform

Today our online characters are usually linked to email addresses, user IDs and profile pictures and we often use the same username on different platforms even when we log in with a different email account. Fast forward to the future: Our digital avatars now serve as online identities, with users spending more time in the metaverse for business and entertainment. It is natural for users to want to own their personal data and the identities they personalize for the metaverse, which will vary depending on their business. Their persona in their metaverse workplace, for example, will likely be different from their identity in a metaverse nightclub, just as they would be different in real life.

Users can select a visual avatar from one system, a sonic identity from another, and an animation from a third party, using these custom avatars to connect their real and virtual worlds. En tant que capital-risqueur Rex Woodberry c’est noté “In Web3, l’identité devient portable et composable … Ce qui est important, c’est que les éléments disparates de your identité fusionnent en un seul emplacement numérique, détenu et contrôlé par you.”

For the metaverse to truly take off, a strategy is needed where people can access and make meaningful connections to their digital identities across all devices every day. Developers are working to expand current augmented and virtual reality experiences by enhancing the Motif VR headset to make it lighter, more connected and more convenient.

Companies that want to attract more users will need to allow them to transfer their digital identity across the metaverse, regardless of entry point or platform, for example by implementing the Universal Technology Standard (VST) for audio avatars.

What does this mean for the short and long term view of the Metaverse? Our digital identities must be easily accessible in all aspects of our life. A digital identity accessible only through a VR headset or desktop computer will only be relevant to the hours we spend with those devices. In other words, the metaverse must exist in motion, just like us.

Smartphone: the gateway to the metaverse

The metaverse should also be accessible to the widest audience possible from the most popular and easy-to-adopt device. Today that device is the smartphone. Most internet business is currently done via mobile phones. In many countries, including the United States, if people can only afford one internet connectivity device, they choose a smartphone. With this in mind, it’s no surprise that smartphone users around the world could hit 4.5 billion by the end of 2024.

Just as laptops haven’t disappeared with the advent of the smartphone, browser-based social metaverse experiences will continue even as AR glasses and headphones become commonplace. While it will take some time for the hardware to reach the software, it is an essential step in reaching most of the potential citizens of the metaverse, who are in the gaming world.

When Microsoft CEO Satya Nadella announced the pending acquisition of ActivisionBlizzard in January, it strengthened the company’s gaming footprint and ability to deliver mobile experiences, explaining that the game “will play a key role in the development of games. metaverse platforms “.

With an estimated three billion players worldwide in 2021, smartphones are key to driving mobile gaming, which in turn will drive the metaverse.

While the technology is not yet in step with the metaverse vision, companies are making progress. NewZoo’s Introduction to the Metaverse the report states that “we are collectively racing towards greater participation in interconnected simulated environments that are even more limitless than ours.”

The companies that will be successful in this space will be the ones that will attract the widest audience through an immersive, inclusive and mobile experience. They will help create a widely accessible metaverse that allows users to personalize their digital identities, which they can then transport into interconnected virtual worlds wherever and whenever they are.

Jaime Bosch is the co-founder and CEO of Voicemod.


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