About

Born in virtual worlds. Still building for the next generation.

Dubit's original virtual world, circa 2002

Dubit was founded in 1999 by teenagers building online worlds for people like themselves — spaces to play, socialise, customise avatars, and belong, at a time when the internet wasn't designed with young people in mind.

Those early virtual worlds grew quickly. But more importantly, they taught us something enduring:

You can't fake being native to youth culture. You have to understand the systems, the behaviours, and the unspoken rules that make digital spaces feel authentic.

As brands began asking us to build similar experiences for their audiences, Dubit's role became clear. We weren't just builders — we were translators. Between brands and platforms. Between strategy and culture. Between intent and behaviour.

Twenty-five years on, the platforms have changed — Roblox, Fortnite, mobile apps, immersive commerce — but the problem hasn't.

Brands still want to connect with digital-native audiences.
And digital natives still reject anything that doesn't feel earned.

That's where Dubit sits today.

What We Do

We help brands

Understand young audiences through purpose-built research and long-running trend tracking

Plan how and where to show up across youth-native platforms

Build experiences, communities, and commerce that feel native — not bolted on

Measure what actually worked, and recontact audiences over time

Our work spans research, strategy, gaming platforms, immersive commerce, and apps — not because we “do everything,” but because modern youth engagement doesn't fit neatly into one box.

“We build digital spaces the way young people actually use them — and help brands earn their place inside.”

Bridging brands and digital-native audiences since 1999.

Want to work with us?

Whether it's research, strategy, or building the next hit experience — let's talk about how Dubit can help your brand connect with the next generation.