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Virtual apparel and avatar commerce

What is wear time, and how long do players wear branded avatar items?

By Matthew Warneford, CEO

Published 6 September 2026 · Updated 23 September 2026 · Figures as of January 2026

Wear time is the number of hours players spend wearing a branded avatar item. Roblox does not report it, so Dubit estimates it from its own signals. In Dubit's Lunchables campaign, avatar items exchanged for reward points were worn for 1.38 million hours, or 157 years.

In MENA, Chupa Chups' items were worn for 17,881 hours over one month. Across 2024, adidas's Roblox activity reached 316,000 customers, and we put its merchandise wear time at an estimated 3.16 million hours, excluding animations.

The estimate comes from our own popup stores. They sit inside popular games and show what millions of players browse, look at and buy. We combine those signals to model which players are likely to become customers. The adidas wear-time estimate assumes 10 hours of wear per customer. That is our own working assumption.

This page also answers

  • How is Roblox wear time measured if Roblox does not report it?
Matthew Warneford

CEO

Matthew Warneford is CEO and co-founder of Dubit. The studio builds immersive experiences for brands including Disney, Samsung, and the Grammy Awards, with work recognised by the 4A’s Jay Chiat Awards and the Shorty Awards. In 2025 he advised policymakers at the House of Lords on gaming as economic infrastructure.

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