Deceptively Framed Lotteries in Consumer Markets
Markus Dertwinkel-Kalt, Hans-Theo Normann, Jan-Niklas Tiede, Tobias Werner

TL;DR
This paper examines how deceptive framing of lotteries in consumer markets, such as loot boxes, influences consumer beliefs and willingness to pay, revealing widespread manipulation and its implications for marketing and policy.
Contribution
It demonstrates that common framing manipulations significantly inflate consumer beliefs and willingness to pay, highlighting the strategic use of framing in probabilistic selling.
Findings
Over 80% of sellers used deceptive framing techniques.
Deceptive framing increased willingness to pay up to six times the expected value.
Sellers anticipated and capitalized on belief shifts caused by framing.
Abstract
Consumers often face products sold as lotteries rather than fixed outcomes. A prominent case is the loot box in video games, where players pay for randomized rewards. We investigate how presentation formats shape consumer beliefs and willingness to pay. In an online experiment with 802 participants, sellers could frame lotteries using two common manipulations: censoring outcome probabilities and selectively highlighting rare successes. More than 80\% of sellers adopted such deceptive frames, particularly when both manipulations were available. These choices substantially inflated buyer beliefs and increased willingness to pay of up to six times the expected value. Sellers anticipated this effect and raised prices accordingly. Our results show how deceptive framing systematically shifts consumer beliefs and enables firms to extract additional surplus. For marketing practice, this…
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Taxonomy
TopicsExperimental Behavioral Economics Studies · Consumer Market Behavior and Pricing · Game Theory and Applications
