There’s a big difference between a hit and a miss, particularly in kids entertainment. At Dubit we help to take the guesswork out of product development by involving our research and analytics department throughout the process. “Kids” is all we do, so we bring 15 years of insight to your project, as well as being able to test ideas and concepts directly with your audience, every step of the way. If you have an established brand that you want to expand into another area, or a start-up idea that you want to be the next big thing, we can help with strategic thinking, business modelling, and product design, right through to development and launch.
Dubit have always been at the forefront of technology that engages young people. From launching the first kids game world back in 1999, through to creating the first kids’ virtual reality game on Oculus Rift in 2014, our interactive studio of 55 professionals designers and develops cross-platform entertainment that kids love. Whether you are looking for iOS or Android apps, casual MMOs, educational games, or connected toys, our research-driven process designs fun into your product, and our technology delivers across all devices.
You’ve designed a great product, but it isn’t selling. What do you do now? Dubit can help. We apply years of experience working with kids products, together with analytics and behavioural science, to develop and implement marketing strategies that go beyond industry benchmarks. We don’t just rely on pirate metrics - although they are important when your product is on the high seas. We also help your audience to find you, and place you in the right place, at the right time. After all, it’s no use doing the numbers if there aren’t many of them.
Developed on Dubit’s technology platform, the PBS KIDS world runs in HTML5. The game helps young players learn
Science, Technology, Engineering, and Maths (STEM) skills through the crafting of vehicles to overcome obstacles., "linear"
The player takes the role of a Bug Hunter in the Nexus - a world deep inside the internet populated by tiny beings called Jogos. Jogos make games because they love to see kids enjoy themselves. If a game crashes because it has bugs, the kids get unhappy, so the Jogos hunt the bugs and fix the games. Their greatest enemy is General Error and his Division Zero, an army of game-crashing bugs. The player must stop General Error, and his army of bugs, from crashing all the video games on the internet!
Dino Builders is a time travel adventure game. The player begins in a museum and sees children take on the
exciting role of an Agent of Epoch - an organization tasked with protecting time!>
As an agent the players help Max, Ellie and Dr Alby as they battle with Dr X, his robotic dinosaur Bleep and his army of Robo Dinos who are out to steal dinosaur bones from the past!, "linear"
The game uses Dubit's HTML5 technology platform and runs across iOS and Android devices. Dubit have designed the game and created the artwork.
Wandoo Planet helps children find new books to read, games to play, and things do. Dubit developed a cutting edge recommendation engine that matches books and content to children's interests. Children play the interest exploring game that teaches the engine what they most like. The engine then recommends books, films, apps, and games they can add to their interest tree. The app is not a game. It is a playful experience that uses gamification techniques to jumpstart a child's passion for reading. All artwork and characters have been created by Dubit. The recommendation engine technology and app have also been developed by Dubit.
Mind Candy engaged Dubit’s Research Team to uncover the diﬀerences between their UK and US players and how to modify the game for American audiences. We found that while English and American children are similar, American parents and English parent’s attitudes to online games are not! Indeed, American parents greatly prefer their children to play games with educational content. Mind Candy have since added more emphasis on their educational content for the US audiences and engaged Dubit on multiple other projects.
Disney were looking to launch their popular US and UK world across Europe - in particular into Spain and France. Dubit were engaged to review the barriers to entry into these markets, and to understand how to turn players into payers. Online focus groups - using our Clickroom - provided qualitative insight across Europe, and this was reinforced with online quantitative surveys of both parents and kids. The ﬁndings enabled Disney to change their marketing strategy by country, according to the parents’ perception of digital media and payment preferences, which contributed to the success of Club Penguin in Europe.
Cartoon Network had just designed a new integrated online-offline IP called Toonix, where the online virtual world would generate an audience and market for the merchandise and other products. Key to this would be a fun, engaging game - and Dubit’s expertise in market sizing and testing for both usability and playability was a key factor in the game’s success. Cartoon Network has used the game to secure merchandising around the world - including McDonald’s Happy Meals.
Dubit only work on products for kids so we’ve developed 50 research tools to help the consulting, development, and marketing teams bring a child’s perspective into the product development process. Dubit has an eight person in-house research team that brings children into the UK office every two weeks. This allows Dubit’s project managers to test their product with kids throughout the development with no cost to the customer.