狠狠撸shows by User: dubit
/
http://www.slideshare.net/images/logo.gif狠狠撸shows by User: dubit
/
Thu, 03 May 2018 16:10:21 GMT狠狠撸Share feed for 狠狠撸shows by User: dubitDubit Trends: Five Things To Know - Spring 2018
/slideshow/dubit-trends-five-things-to-know-spring-2018/95844451
dubittrends-fivethingstoknowus-180503161021 Five key insights from Wave 7 of Dubit's Trends survey in the US, conducted in spring 2018]]>
Five key insights from Wave 7 of Dubit's Trends survey in the US, conducted in spring 2018]]>
Thu, 03 May 2018 16:10:21 GMT/slideshow/dubit-trends-five-things-to-know-spring-2018/95844451dubit@slideshare.net(dubit)Dubit Trends: Five Things To Know - Spring 2018dubitFive key insights from Wave 7 of Dubit's Trends survey in the US, conducted in spring 2018<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dubittrends-fivethingstoknowus-180503161021-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> Five key insights from Wave 7 of Dubit's Trends survey in the US, conducted in spring 2018
]]>
4894https://cdn.slidesharecdn.com/ss_thumbnails/dubittrends-fivethingstoknowus-180503161021-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1The Art of Discoverability (Peter Robinson, CMC 2017)
/slideshow/the-art-of-discoverability-peter-robinson-cmc-2017/77832512
cmc2017-discoverabilitydubit-170713125358 Content may be king 鈥� but what鈥檚 the key to the kingdom when there鈥檚 so much available to kids today, across a variety of platforms? Dubit research shows almost 80% of children have trouble finding what they want. They鈥檙e overwhelmed by options, without good tools for uncovering what they seek.
Global Head of Research Peter Robinson uses Dubit Trends and other of its quantitative and qualitative research, plus case studies, to look at how kids discover and adopt new content. He presents the "Fanatomy" model for encouraging users to deepen their engagement.
From the Children's Media Conference, Sheffield, UK, July 2017]]>
Content may be king 鈥� but what鈥檚 the key to the kingdom when there鈥檚 so much available to kids today, across a variety of platforms? Dubit research shows almost 80% of children have trouble finding what they want. They鈥檙e overwhelmed by options, without good tools for uncovering what they seek.
Global Head of Research Peter Robinson uses Dubit Trends and other of its quantitative and qualitative research, plus case studies, to look at how kids discover and adopt new content. He presents the "Fanatomy" model for encouraging users to deepen their engagement.
From the Children's Media Conference, Sheffield, UK, July 2017]]>
Thu, 13 Jul 2017 12:53:58 GMT/slideshow/the-art-of-discoverability-peter-robinson-cmc-2017/77832512dubit@slideshare.net(dubit)The Art of Discoverability (Peter Robinson, CMC 2017)dubitContent may be king 鈥� but what鈥檚 the key to the kingdom when there鈥檚 so much available to kids today, across a variety of platforms? Dubit research shows almost 80% of children have trouble finding what they want. They鈥檙e overwhelmed by options, without good tools for uncovering what they seek.
Global Head of Research Peter Robinson uses Dubit Trends and other of its quantitative and qualitative research, plus case studies, to look at how kids discover and adopt new content. He presents the "Fanatomy" model for encouraging users to deepen their engagement.
From the Children's Media Conference, Sheffield, UK, July 2017<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cmc2017-discoverabilitydubit-170713125358-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> Content may be king 鈥� but what鈥檚 the key to the kingdom when there鈥檚 so much available to kids today, across a variety of platforms? Dubit research shows almost 80% of children have trouble finding what they want. They鈥檙e overwhelmed by options, without good tools for uncovering what they seek.
Global Head of Research Peter Robinson uses Dubit Trends and other of its quantitative and qualitative research, plus case studies, to look at how kids discover and adopt new content. He presents the "Fanatomy" model for encouraging users to deepen their engagement.
From the Children's Media Conference, Sheffield, UK, July 2017
]]>
10195https://cdn.slidesharecdn.com/ss_thumbnails/cmc2017-discoverabilitydubit-170713125358-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1Kids Can Handle the Truth: A Modest Proposal for the NY Times
/slideshow/kids-can-handle-the-truth-a-modest-proposal-for-the-ny-times/76702386
dustormagicappcampnyt-170606175410 On May 14, 2017, the New York Times ran a special, print-only children's news section, touting it as 鈥渒ids take over the Times.鈥� My problem with the section, and that claim, is that there was very little child-generated content, and a distinct lack of actual 鈥渘ews鈥� or substantive content. Kids did seem to love the section, but was it a missed opportunity? How could a journalistic organization create an honest, ongoing and interactive relationship with young people, making them lifelong news consumers and contributors?]]>
On May 14, 2017, the New York Times ran a special, print-only children's news section, touting it as 鈥渒ids take over the Times.鈥� My problem with the section, and that claim, is that there was very little child-generated content, and a distinct lack of actual 鈥渘ews鈥� or substantive content. Kids did seem to love the section, but was it a missed opportunity? How could a journalistic organization create an honest, ongoing and interactive relationship with young people, making them lifelong news consumers and contributors?]]>
Tue, 06 Jun 2017 17:54:10 GMT/slideshow/kids-can-handle-the-truth-a-modest-proposal-for-the-ny-times/76702386dubit@slideshare.net(dubit)Kids Can Handle the Truth: A Modest Proposal for the NY TimesdubitOn May 14, 2017, the New York Times ran a special, print-only children's news section, touting it as 鈥渒ids take over the Times.鈥� My problem with the section, and that claim, is that there was very little child-generated content, and a distinct lack of actual 鈥渘ews鈥� or substantive content. Kids did seem to love the section, but was it a missed opportunity? How could a journalistic organization create an honest, ongoing and interactive relationship with young people, making them lifelong news consumers and contributors?<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dustormagicappcampnyt-170606175410-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> On May 14, 2017, the New York Times ran a special, print-only children's news section, touting it as 鈥渒ids take over the Times.鈥� My problem with the section, and that claim, is that there was very little child-generated content, and a distinct lack of actual 鈥渘ews鈥� or substantive content. Kids did seem to love the section, but was it a missed opportunity? How could a journalistic organization create an honest, ongoing and interactive relationship with young people, making them lifelong news consumers and contributors?
]]>
53910https://cdn.slidesharecdn.com/ss_thumbnails/dustormagicappcampnyt-170606175410-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1Virtual Reality: Is this the final frontier for children's entertainment? | @BobbyThandi
/slideshow/virtual-reality-is-this-the-final-frontier-for-childrens-entertainment-bobbythandi/66818827
dubitbooksellersconferencesept16-161006170411 Dubit's Bobby Thandi presented at the Bookseller Children鈥檚 Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"]]>
Dubit's Bobby Thandi presented at the Bookseller Children鈥檚 Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"]]>
Thu, 06 Oct 2016 17:04:11 GMT/slideshow/virtual-reality-is-this-the-final-frontier-for-childrens-entertainment-bobbythandi/66818827dubit@slideshare.net(dubit)Virtual Reality: Is this the final frontier for children's entertainment? | @BobbyThandidubitDubit's Bobby Thandi presented at the Bookseller Children鈥檚 Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dubitbooksellersconferencesept16-161006170411-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> Dubit's Bobby Thandi presented at the Bookseller Children鈥檚 Conference in London on 27th September 2016.
His talk was on "Virtual Reality: Is this the final frontier for children's entertainment?"
]]>
6876https://cdn.slidesharecdn.com/ss_thumbnails/dubitbooksellersconferencesept16-161006170411-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1Dubit's Casual Connect Presentation: Kids and Virtual Reality
/slideshow/dubits-casual-connect-presentation-kids-and-virtual-reality/64700934
kleemancasualconnectslideshare-160804143442 An abridged version of Dubit's 'Casual Connect' presentation - "Immersed in Play and Learning: Kids and Virtual Reality."
For a copy of the full presentation, contact stephanie.whitley@dubitlimited.com]]>
An abridged version of Dubit's 'Casual Connect' presentation - "Immersed in Play and Learning: Kids and Virtual Reality."
For a copy of the full presentation, contact stephanie.whitley@dubitlimited.com]]>
Thu, 04 Aug 2016 14:34:42 GMT/slideshow/dubits-casual-connect-presentation-kids-and-virtual-reality/64700934dubit@slideshare.net(dubit)Dubit's Casual Connect Presentation: Kids and Virtual RealitydubitAn abridged version of Dubit's 'Casual Connect' presentation - "Immersed in Play and Learning: Kids and Virtual Reality."
For a copy of the full presentation, contact stephanie.whitley@dubitlimited.com<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/kleemancasualconnectslideshare-160804143442-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> An abridged version of Dubit's 'Casual Connect' presentation - "Immersed in Play and Learning: Kids and Virtual Reality."
For a copy of the full presentation, contact stephanie.whitley@dubitlimited.com
]]>
9766https://cdn.slidesharecdn.com/ss_thumbnails/kleemancasualconnectslideshare-160804143442-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1CMC2016 - How To Become a Top 5 Global Kids Brand
/slideshow/cmc2016-how-to-become-a-top-5-global-kids-brand/64276071
cmc2016-dubit-160722085325 This presentation from聽Dubit聽focuses on how kids are consuming data.
With reference to case studies from Lego, Minecraft and Candy Crush, we look at the 3 commonalities that the top 5 kids brands share in generating content that connects multiple generations.]]>
This presentation from聽Dubit聽focuses on how kids are consuming data.
With reference to case studies from Lego, Minecraft and Candy Crush, we look at the 3 commonalities that the top 5 kids brands share in generating content that connects multiple generations.]]>
Fri, 22 Jul 2016 08:53:24 GMT/slideshow/cmc2016-how-to-become-a-top-5-global-kids-brand/64276071dubit@slideshare.net(dubit)CMC2016 - How To Become a Top 5 Global Kids BranddubitThis presentation from聽Dubit聽focuses on how kids are consuming data.
With reference to case studies from Lego, Minecraft and Candy Crush, we look at the 3 commonalities that the top 5 kids brands share in generating content that connects multiple generations.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cmc2016-dubit-160722085325-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> This presentation from聽Dubit聽focuses on how kids are consuming data.
With reference to case studies from Lego, Minecraft and Candy Crush, we look at the 3 commonalities that the top 5 kids brands share in generating content that connects multiple generations.
]]>
9394https://cdn.slidesharecdn.com/ss_thumbnails/cmc2016-dubit-160722085325-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1Viewing Trends: What Do Kids Want? (MIP Jr. 2015)
/slideshow/viewing-trends-what-do-kids-want-mip-jr-2015/53692834
mipjr-viewingtrends-final-151008125407-lva1-app6892 For MIP Jr. 2015, Dubit SVP of Global Trends David Kleeman reviewed trends in content themes, brand popularity and video source preferences for various devices. He finished with three of the primary challenges facing content creators and distributors, and recommendations for managing them.
For more information, contact: david.kleeman@dubitlimited.com
To find out more about Dubit Trends: adam.woodgate@dubitlimited.com]]>
For MIP Jr. 2015, Dubit SVP of Global Trends David Kleeman reviewed trends in content themes, brand popularity and video source preferences for various devices. He finished with three of the primary challenges facing content creators and distributors, and recommendations for managing them.
For more information, contact: david.kleeman@dubitlimited.com
To find out more about Dubit Trends: adam.woodgate@dubitlimited.com]]>
Thu, 08 Oct 2015 12:54:07 GMT/slideshow/viewing-trends-what-do-kids-want-mip-jr-2015/53692834dubit@slideshare.net(dubit)Viewing Trends: What Do Kids Want? (MIP Jr. 2015)dubitFor MIP Jr. 2015, Dubit SVP of Global Trends David Kleeman reviewed trends in content themes, brand popularity and video source preferences for various devices. He finished with three of the primary challenges facing content creators and distributors, and recommendations for managing them.
For more information, contact: david.kleeman@dubitlimited.com
To find out more about Dubit Trends: adam.woodgate@dubitlimited.com<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mipjr-viewingtrends-final-151008125407-lva1-app6892-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> For MIP Jr. 2015, Dubit SVP of Global Trends David Kleeman reviewed trends in content themes, brand popularity and video source preferences for various devices. He finished with three of the primary challenges facing content creators and distributors, and recommendations for managing them.
For more information, contact: david.kleeman@dubitlimited.com
To find out more about Dubit Trends: adam.woodgate@dubitlimited.com
]]>
33499https://cdn.slidesharecdn.com/ss_thumbnails/mipjr-viewingtrends-final-151008125407-lva1-app6892-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1Driving Discovery and Sharing
/slideshow/driving-discovery-and-sharing/52638087
digitalkids2015slides-150910161554-lva1-app6891 It鈥檚 stating the obvious to note that kids now have almost infinite ways in which they can consume content, and their favorite brands can be consumed in multiple ways.
The good news is that, if you鈥檙e lucky enough to be one of their favorites, kids engage more deeply than ever with the favorite brands and they鈥檒l follow you or chase you across platforms, consume your content voraciously, and share it with others.
So, yes, content is king...but discovery is the keys to the kingdom, and without it you may as well abdicate.
]]>
It鈥檚 stating the obvious to note that kids now have almost infinite ways in which they can consume content, and their favorite brands can be consumed in multiple ways.
The good news is that, if you鈥檙e lucky enough to be one of their favorites, kids engage more deeply than ever with the favorite brands and they鈥檒l follow you or chase you across platforms, consume your content voraciously, and share it with others.
So, yes, content is king...but discovery is the keys to the kingdom, and without it you may as well abdicate.
]]>
Thu, 10 Sep 2015 16:15:53 GMT/slideshow/driving-discovery-and-sharing/52638087dubit@slideshare.net(dubit)Driving Discovery and SharingdubitIt鈥檚 stating the obvious to note that kids now have almost infinite ways in which they can consume content, and their favorite brands can be consumed in multiple ways.
The good news is that, if you鈥檙e lucky enough to be one of their favorites, kids engage more deeply than ever with the favorite brands and they鈥檒l follow you or chase you across platforms, consume your content voraciously, and share it with others.
So, yes, content is king...but discovery is the keys to the kingdom, and without it you may as well abdicate.
<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/digitalkids2015slides-150910161554-lva1-app6891-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> It鈥檚 stating the obvious to note that kids now have almost infinite ways in which they can consume content, and their favorite brands can be consumed in multiple ways.
The good news is that, if you鈥檙e lucky enough to be one of their favorites, kids engage more deeply than ever with the favorite brands and they鈥檒l follow you or chase you across platforms, consume your content voraciously, and share it with others.
So, yes, content is king...but discovery is the keys to the kingdom, and without it you may as well abdicate.
]]>
14177https://cdn.slidesharecdn.com/ss_thumbnails/digitalkids2015slides-150910161554-lva1-app6891-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1Pricing of Kids' Games on the App Store
/slideshow/pricing-of-kids-games-on-the-app-store/43423717
pricingkidsappsfinalpdf-150112060650-conversion-gate02 We studied the Kids' section of the App Store to see which price points and monetisation strategies are the most successful. Do games have to be free to be a success?]]>
We studied the Kids' section of the App Store to see which price points and monetisation strategies are the most successful. Do games have to be free to be a success?]]>
Mon, 12 Jan 2015 06:06:50 GMT/slideshow/pricing-of-kids-games-on-the-app-store/43423717dubit@slideshare.net(dubit)Pricing of Kids' Games on the App StoredubitWe studied the Kids' section of the App Store to see which price points and monetisation strategies are the most successful. Do games have to be free to be a success?<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/pricingkidsappsfinalpdf-150112060650-conversion-gate02-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> We studied the Kids' section of the App Store to see which price points and monetisation strategies are the most successful. Do games have to be free to be a success?
]]>
140123https://cdn.slidesharecdn.com/ss_thumbnails/pricingkidsappsfinalpdf-150112060650-conversion-gate02-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1How Young Early Adopters Find and Share new Entertainment (Children's Media Conference 2014)
/slideshow/childrens-media-conference-2014/36702768
cmcpresf1-140707082538-phpapp02 Our presentation from the 2014 Children's Media Conference looking at how young early adopters find and share new entertainment, with a focus on social media.]]>
Our presentation from the 2014 Children's Media Conference looking at how young early adopters find and share new entertainment, with a focus on social media.]]>
Mon, 07 Jul 2014 08:25:37 GMT/slideshow/childrens-media-conference-2014/36702768dubit@slideshare.net(dubit)How Young Early Adopters Find and Share new Entertainment (Children's Media Conference 2014)dubitOur presentation from the 2014 Children's Media Conference looking at how young early adopters find and share new entertainment, with a focus on social media.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cmcpresf1-140707082538-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> Our presentation from the 2014 Children's Media Conference looking at how young early adopters find and share new entertainment, with a focus on social media.
]]>
23524https://cdn.slidesharecdn.com/ss_thumbnails/cmcpresf1-140707082538-phpapp02-thumbnail.jpg?width=120&height=120&fit=boundspresentationWhitehttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1User Research and Testing with Children
/dubit/ux-scotland-user-research-and-testing-with-children
uxscotland-userresearchandtestingwithchildren-140701043354-phpapp02 An Introduction to games research with children, looking at the theory, best practice, ethics, and putting it into practice.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).]]>
An Introduction to games research with children, looking at the theory, best practice, ethics, and putting it into practice.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).]]>
Tue, 01 Jul 2014 04:33:53 GMT/dubit/ux-scotland-user-research-and-testing-with-childrendubit@slideshare.net(dubit)User Research and Testing with ChildrendubitAn Introduction to games research with children, looking at the theory, best practice, ethics, and putting it into practice.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/uxscotland-userresearchandtestingwithchildren-140701043354-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> An Introduction to games research with children, looking at the theory, best practice, ethics, and putting it into practice.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).
]]>
266423https://cdn.slidesharecdn.com/ss_thumbnails/uxscotland-userresearchandtestingwithchildren-140701043354-phpapp02-thumbnail.jpg?width=120&height=120&fit=boundspresentationWhitehttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1UX for Gamer Acquisition, Retention and Conversion
/slideshow/ux-scotland-ux-for-gamer-acquisition-retention-and-conversionv3-36374638/36374638
uxscotland-uxforgameracquisitionretentionandconversion-v3-140627053957-phpapp01 A presentation focused on the impact game design can have on the game acquisition, retention and conversion. Subjects covered include freemium design, barriers to acquisition, retention strategies, conversion/monetization tactics, and ethics of freemium design.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).]]>
A presentation focused on the impact game design can have on the game acquisition, retention and conversion. Subjects covered include freemium design, barriers to acquisition, retention strategies, conversion/monetization tactics, and ethics of freemium design.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).]]>
Fri, 27 Jun 2014 05:39:57 GMT/slideshow/ux-scotland-ux-for-gamer-acquisition-retention-and-conversionv3-36374638/36374638dubit@slideshare.net(dubit)UX for Gamer Acquisition, Retention and ConversiondubitA presentation focused on the impact game design can have on the game acquisition, retention and conversion. Subjects covered include freemium design, barriers to acquisition, retention strategies, conversion/monetization tactics, and ethics of freemium design.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/uxscotland-uxforgameracquisitionretentionandconversion-v3-140627053957-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> A presentation focused on the impact game design can have on the game acquisition, retention and conversion. Subjects covered include freemium design, barriers to acquisition, retention strategies, conversion/monetization tactics, and ethics of freemium design.
Presented at UX Scotland 2014 by Claudio Franco (Senior Research Manager at Dubit) and Esther Stringer (CEO of Border Crossing Media).
]]>
21665https://cdn.slidesharecdn.com/ss_thumbnails/uxscotland-uxforgameracquisitionretentionandconversion-v3-140627053957-phpapp01-thumbnail.jpg?width=120&height=120&fit=boundspresentationWhitehttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1Oculus Rift (Virtual Reality) Kids Research
/slideshow/oculus-rift-virtual-reality-kids-research/36233963
dubitvirtualreality-140624041851-phpapp01 Good news for Oculus VR and Facebook! New research from Dubit shows kids not only love to use Oculus Rift but they want to see it used in schools and other areas outside of gaming.
This document is a summary of the findings from a series of focus groups conducted with children on their experiences and expectations for Oculus Rift and virtual reality.]]>
Good news for Oculus VR and Facebook! New research from Dubit shows kids not only love to use Oculus Rift but they want to see it used in schools and other areas outside of gaming.
This document is a summary of the findings from a series of focus groups conducted with children on their experiences and expectations for Oculus Rift and virtual reality.]]>
Tue, 24 Jun 2014 04:18:50 GMT/slideshow/oculus-rift-virtual-reality-kids-research/36233963dubit@slideshare.net(dubit)Oculus Rift (Virtual Reality) Kids ResearchdubitGood news for Oculus VR and Facebook! New research from Dubit shows kids not only love to use Oculus Rift but they want to see it used in schools and other areas outside of gaming.
This document is a summary of the findings from a series of focus groups conducted with children on their experiences and expectations for Oculus Rift and virtual reality.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dubitvirtualreality-140624041851-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> Good news for Oculus VR and Facebook! New research from Dubit shows kids not only love to use Oculus Rift but they want to see it used in schools and other areas outside of gaming.
This document is a summary of the findings from a series of focus groups conducted with children on their experiences and expectations for Oculus Rift and virtual reality.
]]>
1461519https://cdn.slidesharecdn.com/ss_thumbnails/dubitvirtualreality-140624041851-phpapp01-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1Dubit Digital Credentials Presentation
/slideshow/dubit-digital-credentials-presentation/34397164
dubitcredsdeckv2-140507111828-phpapp02 At Dubit we research, build, and launch digital experiences for kids brands.
Whether it鈥檚 a book, movie, toy or your secret idea that鈥檚 going to take over the world, we can help bring your brand to life online.
Find out more about how we do all in this in this presentation.]]>
At Dubit we research, build, and launch digital experiences for kids brands.
Whether it鈥檚 a book, movie, toy or your secret idea that鈥檚 going to take over the world, we can help bring your brand to life online.
Find out more about how we do all in this in this presentation.]]>
Wed, 07 May 2014 11:18:28 GMT/slideshow/dubit-digital-credentials-presentation/34397164dubit@slideshare.net(dubit)Dubit Digital Credentials PresentationdubitAt Dubit we research, build, and launch digital experiences for kids brands.
Whether it鈥檚 a book, movie, toy or your secret idea that鈥檚 going to take over the world, we can help bring your brand to life online.
Find out more about how we do all in this in this presentation.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dubitcredsdeckv2-140507111828-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> At Dubit we research, build, and launch digital experiences for kids brands.
Whether it鈥檚 a book, movie, toy or your secret idea that鈥檚 going to take over the world, we can help bring your brand to life online.
Find out more about how we do all in this in this presentation.
]]>
12146https://cdn.slidesharecdn.com/ss_thumbnails/dubitcredsdeckv2-140507111828-phpapp02-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1Taking Heritage Brands Online
/slideshow/taking-heritage-brands-online/23864140
cmc2013newslidesfinal-130703103929-phpapp01 This presentation aims to help IP owners assess how children of today want to experience heritage brands in the digital space. Using models developed by Dubit we look at how children are consuming heritage IPs and how this can influence digital adaptations.
The presentation was presented by Dubit in 2013 at the iKids conference in New York, Sheffield's Children's Media Conference and Digital Kids in San Francisco where we were joined by Brad Jashinsky, Director of Digital Media for Summertime Entertainment - the team behind the forthcoming film Legends of Oz: Dorothy's Return.]]>
This presentation aims to help IP owners assess how children of today want to experience heritage brands in the digital space. Using models developed by Dubit we look at how children are consuming heritage IPs and how this can influence digital adaptations.
The presentation was presented by Dubit in 2013 at the iKids conference in New York, Sheffield's Children's Media Conference and Digital Kids in San Francisco where we were joined by Brad Jashinsky, Director of Digital Media for Summertime Entertainment - the team behind the forthcoming film Legends of Oz: Dorothy's Return.]]>
Wed, 03 Jul 2013 10:39:29 GMT/slideshow/taking-heritage-brands-online/23864140dubit@slideshare.net(dubit)Taking Heritage Brands OnlinedubitThis presentation aims to help IP owners assess how children of today want to experience heritage brands in the digital space. Using models developed by Dubit we look at how children are consuming heritage IPs and how this can influence digital adaptations.
The presentation was presented by Dubit in 2013 at the iKids conference in New York, Sheffield's Children's Media Conference and Digital Kids in San Francisco where we were joined by Brad Jashinsky, Director of Digital Media for Summertime Entertainment - the team behind the forthcoming film Legends of Oz: Dorothy's Return.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cmc2013newslidesfinal-130703103929-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> This presentation aims to help IP owners assess how children of today want to experience heritage brands in the digital space. Using models developed by Dubit we look at how children are consuming heritage IPs and how this can influence digital adaptations.
The presentation was presented by Dubit in 2013 at the iKids conference in New York, Sheffield's Children's Media Conference and Digital Kids in San Francisco where we were joined by Brad Jashinsky, Director of Digital Media for Summertime Entertainment - the team behind the forthcoming film Legends of Oz: Dorothy's Return.
]]>
30164https://cdn.slidesharecdn.com/ss_thumbnails/cmc2013newslidesfinal-130703103929-phpapp01-thumbnail.jpg?width=120&height=120&fit=boundsdocumentWhitehttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1Parent's control over their child's time online
/slideshow/parents-control-over-their-childs-time-online/18550766
parentalconsentdraft-130410090223-phpapp01 A study conducted but Dubit in 2010 looking at the control parents have over children's online time, specifically gaming.]]>
A study conducted but Dubit in 2010 looking at the control parents have over children's online time, specifically gaming.]]>
Wed, 10 Apr 2013 09:02:23 GMT/slideshow/parents-control-over-their-childs-time-online/18550766dubit@slideshare.net(dubit)Parent's control over their child's time onlinedubitA study conducted but Dubit in 2010 looking at the control parents have over children's online time, specifically gaming.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/parentalconsentdraft-130410090223-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> A study conducted but Dubit in 2010 looking at the control parents have over children's online time, specifically gaming.
]]>
13975https://cdn.slidesharecdn.com/ss_thumbnails/parentalconsentdraft-130410090223-phpapp01-thumbnail.jpg?width=120&height=120&fit=boundspresentationWhitehttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1Children's cross-media consumption
/dubit/cross-media-consumption
crossmediaconsumption-130325104840-phpapp01 Research into the cross-media consumption of children's brands. Looking at which media affects the other and how kids first experienced some of the biggest kids' brands.]]>
Research into the cross-media consumption of children's brands. Looking at which media affects the other and how kids first experienced some of the biggest kids' brands.]]>
Mon, 25 Mar 2013 10:48:40 GMT/dubit/cross-media-consumptiondubit@slideshare.net(dubit)Children's cross-media consumptiondubitResearch into the cross-media consumption of children's brands. Looking at which media affects the other and how kids first experienced some of the biggest kids' brands.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/crossmediaconsumption-130325104840-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> Research into the cross-media consumption of children's brands. Looking at which media affects the other and how kids first experienced some of the biggest kids' brands.
]]>
13924https://cdn.slidesharecdn.com/ss_thumbnails/crossmediaconsumption-130325104840-phpapp01-thumbnail.jpg?width=120&height=120&fit=boundspresentationWhitehttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1Children's ownership of gaming devices
/slideshow/childrens-ownership-of-gaming-devices/17681427
childrensownershipofgamingdevices-130325104837-phpapp01 Research into which gaming devices children have access to, from iPhones to games consoles. The study also examines how this has changed.]]>
Research into which gaming devices children have access to, from iPhones to games consoles. The study also examines how this has changed.]]>
Mon, 25 Mar 2013 10:48:37 GMT/slideshow/childrens-ownership-of-gaming-devices/17681427dubit@slideshare.net(dubit)Children's ownership of gaming devicesdubitResearch into which gaming devices children have access to, from iPhones to games consoles. The study also examines how this has changed.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/childrensownershipofgamingdevices-130325104837-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> Research into which gaming devices children have access to, from iPhones to games consoles. The study also examines how this has changed.
]]>
15003https://cdn.slidesharecdn.com/ss_thumbnails/topkidsgamingips-130325104834-phpapp01-thumbnail.jpg?width=120&height=120&fit=boundspresentationWhitehttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1Zynga & online gaming in America - Games Presentation
/slideshow/american-kids-on-facebook-gaming-focus-12653444/12653444
zyngaonlinegamingusareportfinal-virtualworlds1-120423091258-phpapp02 Research by Dubit into American children's use of Facebook, looking at their ages, access and gaming.]]>
Research by Dubit into American children's use of Facebook, looking at their ages, access and gaming.]]>
Mon, 23 Apr 2012 09:12:55 GMT/slideshow/american-kids-on-facebook-gaming-focus-12653444/12653444dubit@slideshare.net(dubit)Zynga & online gaming in America - Games PresentationdubitResearch by Dubit into American children's use of Facebook, looking at their ages, access and gaming.<img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/zyngaonlinegamingusareportfinal-virtualworlds1-120423091258-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds" /><br> Research by Dubit into American children's use of Facebook, looking at their ages, access and gaming.
]]>
14089https://cdn.slidesharecdn.com/ss_thumbnails/zyngaonlinegamingusareportfinal-virtualworlds1-120423091258-phpapp02-thumbnail.jpg?width=120&height=120&fit=boundspresentationBlackhttp://activitystrea.ms/schema/1.0/posthttp://activitystrea.ms/schema/1.0/posted1https://cdn.slidesharecdn.com/profile-photo-dubit-48x48.jpg?cb=1533055929We research, build, and launch apps, games, and worlds for kids brands.
Whether it鈥檚 a book, movie, toy or your secret idea that鈥檚 going to take over the world, we can help bring your brand to life online. www.dubitlimited.comhttps://cdn.slidesharecdn.com/ss_thumbnails/dubittrends-fivethingstoknowus-180503161021-thumbnail.jpg?width=320&height=320&fit=boundsslideshow/dubit-trends-five-things-to-know-spring-2018/95844451Dubit Trends: Five Thi...https://cdn.slidesharecdn.com/ss_thumbnails/cmc2017-discoverabilitydubit-170713125358-thumbnail.jpg?width=320&height=320&fit=boundsslideshow/the-art-of-discoverability-peter-robinson-cmc-2017/77832512The Art of Discoverabi...https://cdn.slidesharecdn.com/ss_thumbnails/dustormagicappcampnyt-170606175410-thumbnail.jpg?width=320&height=320&fit=boundsslideshow/kids-can-handle-the-truth-a-modest-proposal-for-the-ny-times/76702386Kids Can Handle the Tr...