
Kognitive Verzerrungen als Geschäftsmodell? Herausforderungen für die Regulierung
Abstract
Digital markets are typically explained by network effects, yet many leading platforms increasingly monetise behavioural biases. This article analyses Buy Now, Pay Later (BNPL) and in-game loot boxes as business models that systematically exploit a range of cognitive biases. Drawing on recent empirical evidence, we show how these mechanisms raise willingness to pay without improving product quality. We discuss implications for consumer protection and competition policy, arguing that the proposed EU Digital Fairness Act marks a shift from transparency requirements towards regulating manipulative choice architectures in digital environments.
© 2026 Markus Dertwinkel-Kalt, Hans-Theo Normann, published by ZBW – Leibniz-Informationszentrum Wirtschaft
This work is licensed under the Creative Commons Attribution 4.0 License.