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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using a narrative in sales promotions: An online vignette study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>St. Petersburg State University</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Russia</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>IBS-Moscow</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Russia k.golovacheva@gsom.spbu.ru</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>0000</fpage>
      <lpage>0003</lpage>
      <abstract>
        <p>This paper examines how using a narrative in premium-based sales promotions influences consumers' evaluation of and willingness to participate in such promotions. The results of online survey-based experiment support the notion that using a narrative may be considered as a valid tool to improve consumer response to premium-based sales promotions. In particular, the study shows that communicating a sales promotion in the form of a story increases hedonic and utilitarian value which in turn positively influences premium attractiveness and willingness to participate.</p>
      </abstract>
      <kwd-group>
        <kwd>Premium-based sales promotions</kwd>
        <kwd>Premium attractiveness</kwd>
        <kwd>Gamification</kwd>
        <kwd>Narrative</kwd>
        <kwd>Grocery retailing</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Nowadays grocery retailers massively use premium-based sales promotions to
engender customer repeat visits, increased spending and loyalty to the store. Premium-based
sales promotion offer customers a premium in the form of a good or service free of
charge or at a relatively low price in return for the purchase of one or many products or
services [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Notoriously, the premiums offered by retailers are not always relevant and
attractive for customers. Besides, the ubiquity and similarity of modern premium-based
sales promotions result in their devaluation in the eyes of the consumer and make
consumers less responsive to premiums.
      </p>
      <p>
        To rise to the challenge, marketers attempt to engage consumers by imbuing
promotional offers with various affordances (such as badges, points, narratives, avatar,
character, virtual identity etc.) that create gameful experiences [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Earlier studies on the
use of gamification techniques in marketing predominantly examined on in-game
advertising, advergames, and advertising in social network games [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. Only recently
scholars have paid attention to gamified loyalty programs [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], gamification marketing
activities in the context of e-commerce [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], and gamified information presentation of
product innovations [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Still, there are many unexplored marketing contexts where
gamification is applied, but its effectiveness is still questionable. Particularly, various
gamification techniques are used in the context of sales promotions to stimulate
consumer purchases, but there is only scarce evidence regarding the effectiveness of such
promotions [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        Marketing activities have distinct objectives and seek to affect diverse aspects of
consumer behavior. For instance, image advertising seeks to convey the product
advantages to a consumer and improve brand image, and hence gamification studies in
advertising domain focus on how gamification impacts such constructs as brand
attitude, brand love or brand attachment [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. Retail loyalty programs seeks to motivate
long-term customer-firm relationships, and hence gamification studies in that domain
focus on such constructs as intention to participate in the loyalty program, attachment
to the loyalty program, attitudinal and behavioral loyalty to the store [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Therefore,
the application of findings on gamification effectiveness from one marketing context
to another is not always feasible. Indeed, once the objectives of distinct marketing
activities differ, gamification effectiveness should be evaluated against those specific
objectives at hand. Additionally, various game design elements exert different
psychological and behavioral effects on individuals [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. For instance, a narrative can stimulate
different attitudinal and behavioral outcomes than badges or other affordances.
Therefore, the analysis of how distinct affordances affect the effectiveness of a marketing
tool should be not only context-specific, but affordance-specific as we.
      </p>
      <p>
        In the context of premium-based sales promotions, the one of the most critical
outcomes is incremental sales above those that would happen without sales promotion.
However, consumers often become skeptical of promotional offers and are reluctant to
join them due to low economic value that such promotions offer. Hence the
intermediary objective of sales promotions is to generate consumers’ interest and make them join
the program in the first place. As it is not always reasonable for retailers and
manufactures to spur consumer interest through a bigger discount, because it can mere make a
sales promotion offer unprofitable, the usage of non-monetary techniques such as
storytelling becomes more and more relevant. Reframing a sales promotion in form of a
story can be done with a relatively low-cost effort. While the effects of using a narrative
has been studied in various marketing contexts including advertising, branding,
adoption of innovative products [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], it has never been examined in the context of
premiumbased sales promotions, to the best of our knowledge. Therefore, there is no empirical
support whether storytelling can guarantee a higher interest toward a program and what
mechanisms mediate those effects (if any).
      </p>
      <p>The objective of this paper is to test how using a narrative in premium-based sales
promotions influences consumers’ evaluations of such promotions and examine the
underlying psychological processes. The study aims to contribute to the literature on sales
promotions, gamification and storytelling. It checks and explains the impact of a
narrative on the effectiveness of sales promotions. Firstly, the key theoretical concepts and
hypothesized relationships among them are introduced, then the hypotheses are tested
using an online vignette experiment with a between-group design. The results
demonstrate how the usage of a narrative in a premium-based sales promotion influences
premium attractiveness and willingness to join a promotional program. The paper ends up
with a brief discussion of findings and managerial implications.</p>
    </sec>
    <sec id="sec-2">
      <title>Theoretical background and hypotheses development</title>
      <p>
        The studies of premium-based sales promotions date back to 1960s [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. A successful
premium-based sale promotion can strengthen consumer-firm relationships, encourage
continued repeat purchases, and create an emotional connection with consumers [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ].
Consumers participate in sales promotions because of the perceived value attached to
the sales promotion experience, which can include both promotion exposure (e.g.,
seeing a promotion on a product) and usage (e.g., redeeming a coupon or buying a
promoted product) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Despite promotional offers are usually considered as a means to
monetary stimulate consumers to buy more, prior studies show that consumers’ benefits
generated by promotional offers go far beyond utilitarian and include opportunities for
value expression, entertainment, and exploration [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Therefore, perceived value
comprises both utilitarian and hedonic components. Hsu and Chen [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] define utilitarian
value as an overall assessment of functional benefits and sacrifices that sales
promotions offer, and hedonic value as an overall assessment of experiential benefits and
sacrifices.
      </p>
      <p>
        The narrative embedded into an activity is designed to provide motivation for
realizing that activity, because it gives a sense of purpose to actions of a participant
“through the plot, as a premise to story, characters and sequence of events, which give
a dramatic unity to the participant’s interactions and journey” [21, p. 98]. In the context
of educational activities, narrative passages are claimed to be easier to read and are less
likely to be perceived as instructional materials, but more as an entertaining element
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Prior studies suggest that ads with stories can be inherently engaging, entertaining,
and enjoyable [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. The usage of game design elements has been claimed to heighten
its hedonic value through raising intrinsic motivation to participate in marketing
activities [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Analogously, consumers may perceive a narrative in sales promotions
predominantly as a game-like element, which can drive a hedonic value of the promotional
offer. Thus, we posit that:
      </p>
      <p>H1. Narrative [versus non-narrative] sales promotions will result in greater hedonic
value.</p>
      <p>
        The savings benefits of sales promotions can be tentatively classified as utilitarian
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Prior research shows that how the price offering is presented to consumers affects
consumer evaluation of the product offering and associated savings [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Grewal,
Marmorstein, and Sharma [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] state that the evaluation of price depends on the level of
processing evoked by the marketing stimulus: elaborate information processing results
in a more critical evaluation of an offer and may decrease the perception of savings if
the absolute savings are low. According to Kim, Ratneshwar, and Thorson [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]
consumers are less likely to engage in the type of critical thinking needed for generating
counterarguments to narrative ads when compared to non-narrative ads. Hence, we
posit that:
      </p>
      <p>H2. Narrative [versus non-narrative] sales promotions will result in greater
utilitarian value.</p>
      <p>
        The premium represents an object that is offered free or at a reduced price in return
for the purchase of a product. Customers perceive utilitarian value by comparing
product or service quality with the money spent to get that product [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. We expect that a
higher utilitarian value will translate into a higher premium attractiveness due to a
greater perceived profitability of the deal. According to Seipel [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], premium
attractiveness is not governed exclusively by a consumer need for the premium and the
quantity offered, but premiums involve some sort of object or entertainment offered by the
company that is not characteristic of its regular services or discounts. The narrative
context offers consumers meaning beyond the mere quest for points and achievements
[
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Thus, when the premium is incorporated into the narrative context, it gets
additional meaning and becomes more attractive to the customer through a higher hedonic
and utilitarian value. Thus, we posit that:
      </p>
      <p>H3. The hedonic value of sales promotion positively influences premium
attractiveness.</p>
      <p>H4. The utilitarian value of sales promotion positively influences premium
attractiveness.</p>
      <p>
        A value-based approach implies that consumers positively respond to sales
promotions, because of the value they represent which comprise hedonic and utilitarian
components [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Both hedonic and utilitarian dimensions of consumer attitude are shown to
be important predictors of behavioral intentions to adopt new products, new loyalty
programs and other marketing innovations [
        <xref ref-type="bibr" rid="ref1 ref14">1, 14</xref>
        ]. Hence, we posit the following:
H5. Hedonic value positively influences willingness to participate in sales
promotions.
      </p>
      <p>H6. Utilitarian value positively influences willingness to participate in sales
promotions.</p>
      <p>
        Prior studies show that premium attractiveness is a significant driver of consumer
motivation to participate in premium-based sales promotions [
        <xref ref-type="bibr" rid="ref4 ref8">4, 8</xref>
        ]. When the premium
is unattractive, consumers are even more likely to make the inference that some kind of
marketing gimmick has been put in place and a promotion offer has lower chances to
be accepted by a consumer [
        <xref ref-type="bibr" rid="ref24 ref7">7, 24</xref>
        ]. Thus, we posit that:
      </p>
      <p>H7. Premium attractiveness positively influences willingness to participate in sales
promotions.</p>
      <p>
        The conceptual model that summarizes the above reasoning is presented in Figure 1.
In addition to the core constructs, the model includes a number of control variables.
Age and gender were controlled in the study, based on research indicating that both can
influence consumer response to gamified services [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Premium product involvement
conceptualized as the perceived relevance of a product category to an individual
consumer, based on his or her inherent values, needs, and interests [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] was controlled,
based on the research showing that it is a significant determinant of consumer
evaluations of promotional offers [
        <xref ref-type="bibr" rid="ref17 ref7 ref8">7, 8, 17</xref>
        ]. We also controlled for rule clarity conceptualized
as the degree to which the promotional offer is perceived as easy to understand, to learn
and to use, because the willingness is lower, if it is difficult for consumers to
comprehend how a promotional scheme functions, how points are collected, and how and when
they will be rewarded [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Prior experience with sales promotions was also controlled
to account for the impact of consumer predispositions towards sales promotions [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>Methodology</title>
      <sec id="sec-3-1">
        <title>Sample</title>
        <p>Study sample was based on an online survey of 210 respondents of 18-55 years old
(80% female) who were recruited from the online panel. Respondents are citizens of
two Russian metropolitan cities (Moscow and St. Petersburg) who are responsible for
making grocery shopping in their households.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Stimulus</title>
        <p>A between-subject experimental design with two groups (No narrative vs Narrative)
was used. Respondents in the no-narrative condition were presented with a description
of a fictional premium-based sales promotion campaign that could be launched by a
large retail chain located near the respondent’s place of residence. The stated
promotion rules implied that the potential consumer would be given 1 point for each 400
rubles spent in the fictional grocery store, and the collection of 20 points would give the
consumer an opportunity to buy an exclusive tea-set with an 88% discount. The tea-set
was depicted on a vignette that resembled a real-life sales promotion leaflet. The
narrative condition was the same with only difference in the sale promotion
communication: there appeared the fictional character (a hedgehog Schtrudel), and customers were
asked to help him collect 20 «berries” (instead of points) to prepare for the winter. No
changes in the visual design of the tea-set or vignette were done except the change of
wording. Afterwards respondents were asked to evaluate the proposed sales promotion
program based on a set of parameters and provide general information on their
consumption habits.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Measures</title>
        <p>All measures except prior experience with sales promotions are based on existing
sources (see Table 1). Premium attractiveness and premium product relevance are
measured as semantic differentials. The other latent constructs are rated on 5-point
Likert scales.
3.4</p>
      </sec>
      <sec id="sec-3-4">
        <title>Data analysis</title>
        <p>
          Confirmatory factor analysis using Stata 14 evaluated the measurement model with all
latent constructs included. The scales were purified according to procedures described
by Anderson and Gerbing [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] in order to develop valid and reliable measures. Due to
their negative effect on reliability and validity, some items out of the original ones were
dropped in all scales. The global fit indices suggested that the model adequately
represented the data ( 2(98) = 130.097, CFI = 0.991, RMSEA = 0.039 (pclose = 0.833),
SRMR = 0.039). Factor loadings of the observed variables for each latent variable in
both samples were significant (p&lt;0.05) and above 0.6, confirming convergent validity
[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. The composite reliabilities of the constructs exceeded the cut-off value of 0.70 [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
The extracted variance of constructs was over the suggested value of 0.50, indicating
that a large portion of the variances is explained by the constructs [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Discriminant
validity is established as the square root of AVE for each construct is greater than the
inter-construct correlation corresponding with diagonal correlations of the construct to
their latent variables. Table 1 presents standardized factor loadings, composite
reliability (CR), and average variance extracted (AVE) for all latent constructs.
        </p>
        <p>Then, the items of latent constructs were averaged, and a set of t-tests was run to
check the significance of group differences in hedonic value, utilitarian value, premium
attractiveness, and willingness to participate between no-narrative and narrative
conditions.</p>
        <p>
          To test the underlying effects of a narrative on willingness to participate in the sales
promotion, the structural equation model that resembles the conceptual model (see
Figure 1) was examined with control variables (premium product involvement, prior
experience and rule clarity). The structural model showed good fit to the data ( 2(128) =
163.449, CFI = 0.990, RMSEA = 0.036 (pclose = 0.923), SRMR = 0.036).
Hedonic value (adapted from [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ])
Participation in this promotion seems fascinating to me
Participation in this promotion could entertain me
Premium attractiveness (adapted from [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ])
How do you evaluate the tea set in the described promotional
offer?
Bad – Good
I don't like – I like
Unattractive – Attractive
Willingness to participate (adapted from [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ])
I am ready to start collecting points to participate in this promotion
I would try to collect the maximum number of points
Control variables:
Premium product involvement (adapted from [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ])
What is your personal attitude toward a tea set as a product in
general?
Not important – Important
Irrelevant – Relevant
Not valuable - Valuable
Rule clarity (adapted from [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]
It is not difficult for me to understand the rules of this promotion
I understand the benefits of participating in this promotion
Prior experience
I often take part in grocery stores’ promotions involving coupons
I often participate in promotions for collecting stickers or chips
held in grocery stores
I often participate in contests and lotteries held in grocery stores
One-tailed t tests showed that respondents rated narrative sales promotion higher than
no-narrative sales promotion on hedonic value (Mnon-narrative = 2.66, Mnarrative = 3.07, t =
-1.96, p &lt; 0.05), utilitarian value (Mnon-narrative = 2.50, Mnarrative = 2.83, t = -1.70, p &lt;
0.05), premium attractiveness (Mnon-narrative = 3.23, Mnarrative = 3.58, t = -2.08, p &lt; 0.05),
and willingness to participate (Mnon-narrative = 2.77, Mnarrative = 3.14, t = -1.73, p &lt; 0.05).
There were no statistically significant differences between conditions in premium
product involvement, prior experience and rule clarity that have been used as controls.
        </p>
        <p>The results of structural equation modeling (see Table 2) show that the presence of
a narrative positively affects only hedonic value (b = 0.09, p &lt; 0.05), while the effect
of a narrative on utilitarian value is only marginally significant (b = 0.08, p &lt; 0.1). Both
hedonic and utilitarian value increases product attractiveness. However, it is only the
hedonic value (b = 0.80, p &lt; 0.001) that increases consumers’ willingness to participate
in the sales promotion, while the effect of utilitarian value and product attractiveness
are insignificant. The total effect of a narrative proved to be significant only for product
attractiveness (b = 0.24, p &lt; 0.05), but not for willingness to participate (b = 0.25, p &lt;
0.1).
The study results show that communicating promotional offers in the form of a story
increases the hedonic value of premium-based sales promotions that in turn positively
affects premium attractiveness and willingness to participate. The effect of a narrative
is more pronounced for premium attractiveness than for willingness to participate. It
implies that the usage of narrative sales promotions is more likely to improve
consumers attitudinal response to sales promotions than to stimulate behavioral intentions. Still
narratives can be used by marketers to increase the entertainment value of sales
promotions.</p>
        <p>
          The current findings are compatible with the results of extant studies on narrative
advertising that show that hedonic value is a significant driver of consumer attitudes
and behaviors towards brands [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. However, it extends the results to the context of
simple non-branded products and shows that using a narrative can change the attitude
toward a product offered as a premium (and not only an attitude toward a brand that is
more intangible and complex).
        </p>
        <p>
          The extant study has a number of limitations. It measures consumers’ behavioral
intentions rather than real behavior, and there has been shown to be a gap between what
consumer plan to do and actually do. An online vignette experimental design may also
decrease the realism of the study and bias the results. Additionally, we didn’t check
whether respondents noticed that the story was used, while the awareness of game
design elements has been shown to be crucial for consumer to have gameful experiences
and should not be assumed per se [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ].
        </p>
        <p>Further studies may examine additional mediating and moderating effects of a
narrative on various types of consumer response. For instances, it may be worthwhile to
study whether the effectiveness of narrative sales promotions differ among consumers
with different shopping orientation, deal proneness, or persuasion knowledge. It may
also be of interest to investigate the role of story compatibility with the promoted
product and story attractiveness on consumer evaluation of sales promotions.</p>
      </sec>
    </sec>
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