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: dubit Dubit 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-2018/95844451 dubit@slideshare.net(dubit) Dubit Trends: Five Things To Know - Spring 2018 dubit Five 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&amp;height=120&amp;fit=bounds" /><br> Five key insights from Wave 7 of Dubit&#39;s Trends survey in the US, conducted in spring 2018
Dubit Trends: Five Things To Know - Spring 2018 from Dubit
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The 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-2017/77832512 dubit@slideshare.net(dubit) The Art of Discoverability (Peter Robinson, CMC 2017) dubit 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 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cmc2017-discoverabilitydubit-170713125358-thumbnail.jpg?width=120&amp;height=120&amp;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 &quot;Fanatomy&quot; model for encouraging users to deepen their engagement. From the Children&#39;s Media Conference, Sheffield, UK, July 2017
The Art of Discoverability (Peter Robinson, CMC 2017) from Dubit
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Kids 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/76702386 dubit@slideshare.net(dubit) Kids Can Handle the Truth: A Modest Proposal for the NY Times dubit 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? <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dustormagicappcampnyt-170606175410-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> On May 14, 2017, the New York Times ran a special, print-only children&#39;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?
Kids Can Handle the Truth: A Modest Proposal for the NY Times from Dubit
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Virtual 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/66818827 dubit@slideshare.net(dubit) Virtual Reality: Is this the final frontier for children's entertainment? | @BobbyThandi dubit 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?" <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dubitbooksellersconferencesept16-161006170411-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Dubit&#39;s Bobby Thandi presented at the Bookseller Children鈥檚 Conference in London on 27th September 2016. His talk was on &quot;Virtual Reality: Is this the final frontier for children&#39;s entertainment?&quot;
Virtual Reality: Is this the final frontier for children's entertainment? | @BobbyThandi from Dubit
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Dubit'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/64700934 dubit@slideshare.net(dubit) Dubit's Casual Connect Presentation: Kids and Virtual Reality dubit 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 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/kleemancasualconnectslideshare-160804143442-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> An abridged version of Dubit&#39;s &#39;Casual Connect&#39; presentation - &quot;Immersed in Play and Learning: Kids and Virtual Reality.&quot; For a copy of the full presentation, contact stephanie.whitley@dubitlimited.com
Dubit's Casual Connect Presentation: Kids and Virtual Reality from Dubit
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CMC2016 - 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/64276071 dubit@slideshare.net(dubit) CMC2016 - How To Become a Top 5 Global Kids Brand dubit 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. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cmc2016-dubit-160722085325-thumbnail.jpg?width=120&amp;height=120&amp;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.
CMC2016 - How To Become a Top 5 Global Kids Brand from Dubit
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Viewing 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-2015/53692834 dubit@slideshare.net(dubit) Viewing Trends: What Do Kids Want? (MIP Jr. 2015) dubit 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 <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&amp;height=120&amp;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
Viewing Trends: What Do Kids Want? (MIP Jr. 2015) from Dubit
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Driving 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/52638087 dubit@slideshare.net(dubit) Driving Discovery and Sharing dubit 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. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/digitalkids2015slides-150910161554-lva1-app6891-thumbnail.jpg?width=120&amp;height=120&amp;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.
Driving Discovery and Sharing from Dubit
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Pricing 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/43423717 dubit@slideshare.net(dubit) Pricing of Kids' Games on the App Store dubit 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? <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/pricingkidsappsfinalpdf-150112060650-conversion-gate02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> We studied the Kids&#39; 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?
Pricing of Kids' Games on the App Store from Dubit
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How 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-2014/36702768 dubit@slideshare.net(dubit) How Young Early Adopters Find and Share new Entertainment (Children's Media Conference 2014) dubit 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. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cmcpresf1-140707082538-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Our presentation from the 2014 Children&#39;s Media Conference looking at how young early adopters find and share new entertainment, with a focus on social media.
How Young Early Adopters Find and Share new Entertainment (Children's Media Conference 2014) from Dubit
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User 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-children dubit@slideshare.net(dubit) User Research and Testing with Children dubit 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). <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/uxscotland-userresearchandtestingwithchildren-140701043354-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;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).
User Research and Testing with Children from Dubit
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UX 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-conversionv3-36374638/36374638 dubit@slideshare.net(dubit) UX for Gamer Acquisition, Retention and Conversion dubit 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). <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&amp;height=120&amp;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).
UX for Gamer Acquisition, Retention and Conversion from Dubit
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Oculus 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/36233963 dubit@slideshare.net(dubit) Oculus Rift (Virtual Reality) Kids Research dubit 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. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dubitvirtualreality-140624041851-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;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.
Oculus Rift (Virtual Reality) Kids Research from Dubit
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Dubit 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/34397164 dubit@slideshare.net(dubit) Dubit Digital Credentials Presentation dubit 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. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dubitcredsdeckv2-140507111828-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;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.
Dubit Digital Credentials Presentation from Dubit
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Taking 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/23864140 dubit@slideshare.net(dubit) Taking Heritage Brands Online dubit 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. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/cmc2013newslidesfinal-130703103929-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;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&#39;s Children&#39;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&#39;s Return.
Taking Heritage Brands Online from Dubit
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Parent'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/18550766 dubit@slideshare.net(dubit) Parent's control over their child's time online dubit A 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&amp;height=120&amp;fit=bounds" /><br> A study conducted but Dubit in 2010 looking at the control parents have over children&#39;s online time, specifically gaming.
Parent's control over their child's time online from Dubit
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Children'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-consumption dubit@slideshare.net(dubit) Children's cross-media consumption dubit 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. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/crossmediaconsumption-130325104840-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Research into the cross-media consumption of children&#39;s brands. Looking at which media affects the other and how kids first experienced some of the biggest kids&#39; brands.
Children's cross-media consumption from Dubit
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Children'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/17681427 dubit@slideshare.net(dubit) Children's ownership of gaming devices dubit Research 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&amp;height=120&amp;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.
Children's ownership of gaming devices from Dubit
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Top kids' gaming IPs /slideshow/top-kids-gaming-i-ps/17681425 topkidsgamingips-130325104834-phpapp01
Research into children's favourite games-based IPs.]]>

Research into children's favourite games-based IPs.]]>
Mon, 25 Mar 2013 10:48:33 GMT /slideshow/top-kids-gaming-i-ps/17681425 dubit@slideshare.net(dubit) Top kids' gaming IPs dubit Research into children's favourite games-based IPs. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/topkidsgamingips-130325104834-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Research into children&#39;s favourite games-based IPs.
Top kids' gaming IPs from Dubit
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Zynga & 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-12653444/12653444 dubit@slideshare.net(dubit) Zynga & online gaming in America - Games Presentation dubit Research 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&amp;height=120&amp;fit=bounds" /><br> Research by Dubit into American children&#39;s use of Facebook, looking at their ages, access and gaming.
Zynga & online gaming in America - Games Presentation from Dubit
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https://cdn.slidesharecdn.com/profile-photo-dubit-48x48.jpg?cb=1533055929 We 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.com https://cdn.slidesharecdn.com/ss_thumbnails/dubittrends-fivethingstoknowus-180503161021-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/dubit-trends-five-things-to-know-spring-2018/95844451 Dubit Trends: Five Thi... https://cdn.slidesharecdn.com/ss_thumbnails/cmc2017-discoverabilitydubit-170713125358-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/the-art-of-discoverability-peter-robinson-cmc-2017/77832512 The Art of Discoverabi... https://cdn.slidesharecdn.com/ss_thumbnails/dustormagicappcampnyt-170606175410-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/kids-can-handle-the-truth-a-modest-proposal-for-the-ny-times/76702386 Kids Can Handle the Tr...