Dubit bring over 20 years of kids and family insight, a Worldwide Trends Tracker, and specialist tools to explore markets and audiences through data or observation. A team with global reach and experience.
We don’t just dip in and out of the market when clients ask us. We are in there every day, to conduct our own research into kids behaviours and trends, and to make sure we can answer many of your questions right away.
Dubit have also developed tools to make youth research more effective, from a Global Trends Tracker, to virtual focus groups and a specialist PlayLab which are used by research companies and brands around the world. And with gaming in our blood, we know this audience better than – we think – anyone.
To enable a more audience-centric work stream, LEGO wanted to discover what tween girls were excited about in online games. We invited 48 girls from three very different markets to take part in a week-long online forum, full of fun and engaging activities and discussions.
Kids love both toys and tech, but can they (and should they) be combined? 40 families, 40 cameras, a mountain of connected toys and gazillions of hours of ethnographic footage later we had the answers Mattel were looking for!
In the run up to the release of Coldplay’s latest album, Dubit’s research enabled Parlophone to develop an effective programme of teen focussed marketing, designed to build an audience in the most appropriate way for fans and potential fans alike.
Dubit was commissioned to provide detailed insights on the awareness and usage of Minecraft across platforms, attitudes and sentiment towards Minecraft, motivations for engagement, and the parents’ role in the use or spend on Minecraft. An online survey across the US and 24 paired depths with children from every identified cluster was undertaken to provide a complete picture of the Minecraft audience.