Brand Strategy · Player Research · 2026
How Riot Games Turns Players Into Believers
Everyone assumes authentic brands keep players loyal. The data had a different story.

branding
Gamer Experience
marketing
Kuangzheng Chi
Casper8722@163.com
Solo Project · Research & Strategy
Project Overview
The Brief
The Question
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?
My Role
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.
Research Question
Mixed Quantitative Methods
Brand Strategy Output
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.
Problem Space
Why This Project Exists
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?

The Industry Assumption
  • Most studios treat authenticity as the end goal — be real, be trusted, players will follow
  • Riot's transparent patch notes, dev streams, and community communication are held up as the gold standard
  • The implicit logic: authentic brand = engaged players. Direct line. Done.
  • But this logic skips a step that turns out to matter enormously
The Question I Actually Asked
  • Does authenticity drive engagement directly — or does something sit in between?
  • What role does brand experience play as the mechanism, not just the outcome?
  • Are the symbolic meanings players hold about Riot (K/DA, Arcane, Worlds) doing independent work?
  • Can we model and validate this end-to-end with real player data?
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 Audit
Riot Games: Brand Authenticity Decoded
Brand authenticity is measured across four dimensions (Morhart et al., 2015): continuity, credibility, integrity, and symbolism. Each dimension is observable in how Riot operates.
Continuity: Staying True Over Time
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.
Credibility: Delivering What's Promised
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.
Integrity: Moral Grounding & Value Alignment
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.
Symbolism: Identity & Cultural Meaning
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.
Research Insight
Brand Association: The Symbolic Filter
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.
Brand Personality
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.
Perceived Uniqueness
Riot's transmedia ecosystem (Ruined King, K/DA, Worlds) offers experiences that cannot be easily replicated. Uniqueness differentiates Riot and strengthens brand equity.
Symbolic Meaning
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.
Brand Trust
Built through consistent behaviour over time — unscripted Twitch dev streams, transparent patch communication, and reliable delivery. Trust is the foundation of long-term engagement.

Key finding: Brand association significantly enhances brand experience (β=0.359, p=0.003), and indirectly drives continuous engagement through experience (indirect effect=0.176, p=0.007). However, its proposed moderating role on the authenticity→experience path was NOT supported (β=0.012, p=0.879).
Core Mechanism
Brand Experience: The Mediating Engine
5 Dimensions Measured
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
Why Experience Is the Critical Layer
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).

Significant indirect effects confirmed: Brand experience mediates both Authenticity→Engagement (indirect β=0.183, p=0.010) and Association→Engagement (indirect β=0.176, p=0.007). Because the model did not include direct paths from Authenticity or Association to Engagement, these indirect effects represent the full modelled pathway — not a claim of full mediation in the classical sense.
Methodology
How I Ran the Research
Survey Design
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.
Why PLS-SEM?
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.
4
Constructs measured
PLS-SEM
Via SmartPLS 4
Participants
Who I Heard From
117 Riot Games players completed the survey. Here's the breakdown.
117
Valid Responses
~70%
Male
18–25
Core Age Group
3+ yrs
Avg. Play History
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.

Data quality: Most constructs met reliability and validity thresholds before analysis. Brand Authenticity's AVE (0.40) fell slightly below the 0.50 benchmark due to its higher-order structure — a known boundary condition noted in the thesis.
Research Design
4 Hypotheses, One Testable Model
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.
The Authenticity Bet (H1)
If players perceive Riot as authentic — consistent, credible, values-driven — they'll report richer brand experiences. Seemed obvious. Let's test it.
The Experience Bet (H2)
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.
The Bridge Bet (H3)
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.
The Amplifier Bet (H4)
Stronger brand associations (K/DA fans, Arcane devotees, Worlds regulars) would make authenticity land harder. Reasonable. Didn't hold.
The Industry Intuition (Not a Tested Path)
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
Key Findings
What the Data Showed
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.
Authenticity → Experience (H1 )
β = 0.373, p = 0.002 — Authenticity shapes experience. Players who see Riot as genuine report deeper, richer brand experiences. The first link holds.
Experience → Engagement (H2 )
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.
Mediation Confirmed (H3 )
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.
Association → Experience (H4 — Unexpected Direct Effect)
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.

⚠️ H4 not supported: Brand association did not significantly moderate the authenticity→experience path (β=0.012, p=0.879). Even among players with strong associations, authenticity benefits experience equally — the amplifier effect didn't materialise.
Results Scorecard
Hypotheses Results Scorecard
4 Hypotheses — Actual Results
H1 Authenticity → Experience
β = 0.373, p = 0.002 — Brand authenticity positively and significantly influences brand experience. SUPPORTED.
H2 Experience → Engagement
β = 0.490, p < 0.001 — Brand experience is a strong positive predictor of continuous engagement. Effect size f²=0.317. SUPPORTED.
H3 Experience Mediates
Indirect effect (Authenticity→BE→CE) = 0.183, p=0.010. Brand experience significantly mediates the authenticity-engagement relationship. SUPPORTED.
H4 Association Does NOT Moderate
β = 0.012, p = 0.879, f²≈0 — The moderating effect of brand association on the authenticity→experience path is not significant. NOT SUPPORTED.
Industry Assumption (Not Modelled)
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
Insights
The Reversal, and What It Means
Authenticity Is Necessary. Not Sufficient.
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.
The Symbolic Layer Is Doing Real Work
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.
The Amplifier Didn't Fire — And That's Interesting
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.
Strategic Value
Why This Matters for the Industry
A Framework Built for Games
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.
Proof That Brand Drives Retention
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.
A Replicable Research Tool
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.
Experience as the Strategic Lever
The clearest takeaway for any studio: if you want to move engagement, invest in brand experience. Not just the game — the world around it.
Recommendations
So What Do You Actually Do With This?
Make Authenticity Visible Across Version and Esports Touchpoints
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.
Design Arcane and K/DA as Cross-Media Experience Journeys
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.
Build Brand Associations Upstream Through Consistent Visual and Value Systems
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.
Add Brand Health to Your Metrics Stack
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.
Reflection
What I'd Do Differently — and What's Next
What This Project Proved
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.
Honest Limitations & What I'd Explore Next
  • Sample skews young and male — I'd want to test across broader demographics and regions
  • Survey data captures perception, not behaviour — pairing this with behavioural data (playtime, purchase history) would strengthen the model
  • Single-studio focus — applying this framework to EA, Blizzard, or an indie studio would test its generalisability
  • Measurement model has some boundary conditions — Brand Authenticity's AVE (0.40) fell slightly below the 0.50 threshold due to its higher-order structure, which is worth addressing in future iterations.
  • I'd love to explore how brand crises (controversies, server outages) disrupt the authenticity → experience path in real time

The question isn't whether brand matters in gaming. The data says it does. The question is whether studios are building the capability to measure and act on it.
Appendix A
Survey Constructs & Measurement Items
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.
Appendix B
Statistical Model Output
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.