Everyone assumes authentic brands keep players loyal. The data had a different story.
Kuangzheng Chi
Casper8722@163.com
Solo Project · Research & Strategy
To what extent do brand authenticity and brand association influence players' continuous engagement with Riot Games, and what is the mediating role of brand experience in this relationship?
End-to-end research project. I designed the research framework, built and distributed the survey, ran the statistical analysis (PLS-SEM), and translated findings into actionable brand strategy recommendations.
What the data actually showed: The intuitive shortcut — authentic brand, loyal players, direct line — doesn't hold up. Authenticity and association both matter, but they work through brand experience, not around it. Brand experience (β=0.490) is the engine. The brand associations players build around K/DA, Arcane, and Worlds are doing independent structural work (β=0.359). And the proposed amplifier effect between association and authenticity? Didn't fire. The story is more interesting than the assumption.
Riot Games isn't just a game studio — it's a cultural engine. League of Legends, Valorant, Arcane, K/DA, Worlds. And the conventional wisdom in the industry is simple: if players trust your brand, they stay. Build authenticity, earn loyalty. Sounds right. But is it actually how it works?
Authentic brand → loyal players. Simple.
Great IP = great experience. Automatically.
Strong associations amplify everything. Obviously.
The data will confirm what we already know. Right?
Brand authenticity is measured across four dimensions (Morhart et al., 2015): continuity, credibility, integrity, and symbolism. Each dimension is observable in how Riot operates.
Riot has maintained its core identity across 15+ years — free-to-play, no pay-to-win, character-driven design. From LoL to Valorant, the founding ethos hasn't drifted.
Riot publishes transparent patch notes with reasoning, responds to community complaints (e.g. Essence Emporium), and ensures third-party titles like Ruined King maintain tonal consistency.
Riot's cosmetics-only monetisation model, anti-cheat enforcement, and support for inclusive esports events reflect a brand that acts in line with its stated values.
K/DA, Arcane, and LoL Worlds create cultural moments that go beyond gameplay. Players don't just play — they express identity and find belonging through Riot's brand universe.
Brand associations are the network of meanings players hold about Riot. This study measures four dimensions that act as a symbolic lens — shaping how players interpret and respond to brand signals.
The human traits players associate with Riot — competitive, creative, player-focused. Riot's champion dialogues, patch notes, and Arcane all reinforce a consistent brand character.
Riot's transmedia ecosystem (Ruined King, K/DA, Worlds) offers experiences that cannot be easily replicated. Uniqueness differentiates Riot and strengthens brand equity.
K/DA skins, fan remixes, and esports fandom are forms of symbolic participation. Players use Riot's brand to express identity — this is the deepest level of association.
Built through consistent behaviour over time — unscripted Twitch dev streams, transparent patch communication, and reliable delivery. Trust is the foundation of long-term engagement.
• Sensory — Visual effects, soundtracks, cinematics (e.g. Arcane, in-game visuals)
• Affective — Emotional responses triggered by K/DA music, narrative arcs like Jinx & Vi
• Intellectual — Curiosity and thinking stimulated by Runeterra lore and champion backstories
• Behavioural — Actions beyond gameplay: tournaments, fan art, community content
• Relational — Social connection through Twitch streams, esports events, community platforms
The S-O-R framework positions brand experience as the internal organism state — the bridge between external brand stimuli (authenticity + association) and behavioural outcomes (continuous engagement).
The data confirms: brand experience explains 46.6% of variance in itself (R²=0.466) and drives 24.1% of variance in continuous engagement (R²=0.241). Its effect size on engagement is large (f²=0.317).
I designed a structured survey targeting anyone who had engaged with Riot Games products or content — games, music, esports, or other IP — in the last 12 months. The survey measured four constructs: brand authenticity perception, brand association strength, brand experience quality, and continuous engagement behaviour.
Each construct used validated multi-item scales (5-point Likert), adapted from established consumer behaviour research and tailored to the gaming context. Distributed online, with responses screened for quality before analysis.
I used Partial Least Squares Structural Equation Modelling (PLS-SEM) to test the full model in one pass. It's the right tool for this type of research: it handles perception-based variables well, works with mid-sized samples, and lets you test mediation and moderation simultaneously.
Think of it as a way to validate not just whether relationships exist, but how strong they are and what drives them.
117 Riot Games players completed the survey. Here's the breakdown.
The sample reflects Riot's actual player base — skewing younger and male, with most respondents having played Riot titles for several years. That depth of exposure matters: you need real brand familiarity to meaningfully evaluate authenticity and association.
Before running a single analysis, I had to commit to a model. These were the four bets I placed — each one grounded in brand theory, each one reflecting something the industry tends to assume is true. Some held. One didn't. And one was never even in the game.

If players perceive Riot as authentic — consistent, credible, values-driven — they'll report richer brand experiences. Seemed obvious. Let's test it.
If the brand experience is strong, players keep coming back. This is the core mechanism. The one that has to work for any of this to matter.
Brand experience mediates the authenticity→engagement relationship. Authenticity doesn't work alone — it has to be felt first. This is the hypothesis that reframes everything.
Stronger brand associations (K/DA fans, Arcane devotees, Worlds regulars) would make authenticity land harder. Reasonable. Didn't hold.
There is a prevailing assumption that authenticity directly drives engagement—that if players simply trust the brand, they will stay. While intuitive, my model didn't test this path directly; instead, the mediation findings suggest the more convincing route runs through experience first. Authenticity appears to work by generating experience, not by bypassing it.
All 4 hypotheses tested using PLS-SEM structural modelling (SmartPLS 4) · N=117 valid responses
Here's where the story turns. By structuring the model around the mediated pathway rather than a direct link, the results reveal something more compelling: authenticity and association both matter, but their route to engagement runs through experience. This finding shifts the focus from abstract trust to the tangible brand experience, confirming it as the primary catalyst for long-term engagement.
β = 0.373, p = 0.002 — Authenticity shapes experience. Players who see Riot as genuine report deeper, richer brand experiences. The first link holds.
β = 0.490, p < 0.001 — This is the engine. Brand experience is the strongest direct driver of continuous engagement in the entire model. Effect size f²=0.317 — large. Players don't stay because they trust Riot in the abstract. They stay because of what Riot made them feel.
Authenticity→BE→CE: β_ind=0.183, p=0.010 · Association→BE→CE: β_ind=0.176, p=0.007 — Both paths run through experience. The bridge isn't optional — it's the whole point.
H4 tested whether association would amplify authenticity's effect on experience. It didn't moderate — but it did something more interesting: it emerged as an independent direct driver of experience. β = 0.359, p = 0.003 — Brand association also drives experience — independently. The symbolic meanings players hold about Riot (K/DA, Arcane, Worlds fandom) aren't just decorative. They're doing real structural work.
4 Hypotheses — Actual Results
β = 0.373, p = 0.002 — Brand authenticity positively and significantly influences brand experience. SUPPORTED.
β = 0.490, p < 0.001 — Brand experience is a strong positive predictor of continuous engagement. Effect size f²=0.317. SUPPORTED.
Indirect effect (Authenticity→BE→CE) = 0.183, p=0.010. Brand experience significantly mediates the authenticity-engagement relationship. SUPPORTED.
β = 0.012, p = 0.879, f²≈0 — The moderating effect of brand association on the authenticity→experience path is not significant. NOT SUPPORTED.
The direct path from authenticity to engagement was intentionally omitted by design. Our model reflects the theoretical position that brand experience is the necessary conversion mechanism for engagement.
Extra finding: Association→BE→CE indirect effect = 0.176, p=0.007 (significant, not originally hypothesised) · R²(BE)=0.466 · R²(CE)=0.241 · N=117 · SmartPLS 4
The industry assumption — authentic brand equals loyal players — is half right. Authenticity does matter. But it doesn't reach engagement on its own. It has to be converted into felt, lived experience first. Riot's patch notes and dev streams build trust. But it's Arcane, Worlds, and K/DA that make players feel something. That feeling is what keeps them.
Brand association — the network of meanings players hold about Riot — independently enhances brand experience (β=0.359). This wasn't the headline hypothesis, but it's one of the most actionable findings. Every skin line, every collab, every esports moment is shaping how deeply players experience the brand. That's not marketing. That's architecture.
H4 predicted that stronger associations would make authenticity land harder. It didn't hold. One interpretation: in a sample of committed Riot players, authenticity benefits everyone equally — the floor is already high. The more provocative read: association and authenticity are parallel inputs, not a multiplier stack. Both feed experience. Neither amplifies the other.
Most brand models come from FMCG or retail. This one was designed and validated specifically for live-service gaming — where players are also community members, content consumers, and brand advocates.
This isn't a theory — it's a validated model with real player data. Studios can now point to evidence that brand investment directly impacts engagement metrics.
The measurement model I built can be applied to other studios — EA, Blizzard, Supercell, indie teams — to benchmark brand health and identify engagement risk before it shows up in churn data.
The clearest takeaway for any studio: if you want to move engagement, invest in brand experience. Not just the game — the world around it.
Patch notes, dev streams, and public accountability aren't retention tactics — they're experience infrastructure. Authenticity earns the trust that makes your game-world moments land. Build it into every player-facing touchpoint, not just brand decks.
β = 0.490. Brand experience is the strongest driver of continuous engagement in the model. Worlds broadcasts, narrative drops, in-client events, and cross-media arcs aren't marketing spend — they're the retention mechanism. Design them as journeys, not campaigns.
Every skin line, collab, and esports moment shapes the symbolic layer that independently drives experience (β = 0.359). K/DA and Arcane weren't accidents — they were system-level association-building. The question isn't what content to make. It's what you want this brand to mean.
DAU, session length, and churn rate tell you what happened. Authenticity perception and brand experience scores tell you what's about to happen. If you're only tracking behavioural outputs, you're flying blind on the variables that actually predict them.
Brand authenticity and brand association are not soft, unmeasurable concepts — they are quantifiable inputs that shape brand experience, which in turn acts as the primary engine for player engagement. For Riot Games, the brand IS the product. Studios that treat brand-building as secondary to game development are leaving retention on the table.
This project gave me a validated framework, a replicable methodology, and a much sharper view of how brand strategy intersects with player behaviour.
For transparency, here are the exact constructs and items used in the survey. Each item was rated on a 5-point scale from Strongly Disagree to Strongly Agree. Scales were adapted from validated consumer behaviour research and tailored to the gaming context.
Full model outputs from SmartPLS 4. Includes path coefficients, R² values, bootstrapping results for mediation and moderation, and measurement model validation (factor loadings, AVE, composite reliability). Available on request for deeper review.




The analytical parameters confirm the model's key findings. Brand Experience → Continuous Engagement shows the largest effect size (f² = 0.317, medium-to-large). Brand Authenticity's four dimensions (Continuity, Credibility, Integrity, Symbolism) all load strongly onto the second-order factor (f² ≈ 0.95 each). The interaction term (Brand Association × Brand Authenticity) has an f² of effectively 0, confirming no moderation. AVE values meet the 0.50 threshold for most constructs, with Brand Authenticity (AVE = 0.40) slightly below due to its higher-order structure. Cronbach's alpha for Continuous Engagement (α = 0.951) is the highest in the model, reflecting excellent reliability of the engagement scale.