Select Committee on Culture, Media and Sport Minutes of Evidence


Memorandum submitted by Professor Ian Walker and Ms Juliet Young

THE DUMMIES' GUIDE TO LOTTERY DESIGN


ABSTRACT

  This paper[8] outlines the issues relevant to the operation of lottery games: it attempts to put some science into the art of lottery design. Our research suggests that lottery ticket sales depend positively on: the average return (ie the proportion of revenue returned as prizes) because punters like better bets; the skewness in the prize distribution (eg how much of the prize money goes to the jackpot) and we find that the more the better, and negatively on the variance in the prize distribution (which is a measure of the riskiness of the return—so the less the better). The sizes of these effects are important: our statistics suggest that the effect of the mean is small, as is the effect of the skewness, while the (negative) variance effect is quite important.

  The work suggests that good causes revenue might be higher if: the game were meaner (less of the stakes used as prize money) because, although sales would fall a little, the good causes would get a larger share of the smaller revenue; more of the prize money was used for the jackpot, or the variance in the expected prizes were reduced. BUT, in practice, it is difficult to change one aspect of the design of the game without having a counterveiling effect on another aspect. Thus, it is difficult to make judgements about the merits of alternative game designs without looking at ALL of the parameters being proposed.

  However, the research suggests that there is no obvious case for not increasing the take-out (the revenue that is not returned as prizes) if the current game design is kept. If the game were changed to make the odds longer then our research suggests that other parameters of the design of the game may have to be changed to stop sales falling.

  While we feel that there should be a lottery (because people enjoy playing and it does little harm), we also feel that lotteries are not good vehicles for taxation because they are a larger part of the spending of the poor than the rich. Moreover, we find no compelling empirical evidence to suggest that there is any merit in having much of the take-out dedicated to good causes—hypothecation is bad for sound investment decision-making, the best causes are already the recipients of taxpayer largesse, and adding lottery funds to these causes simply displaces Treasury dollars. That is not to say that (some, perhaps most) of the good causes are deserving—rather that they should be funded in some other way.

  Finally, the current "beauty contest" process of choosing an operator is fraught with risk (for the Commissioners but not the bidders) and we suggest that, if the aim is to raise good causes funds, then the license should be auctioned.


INTRODUCTION

  1.  The UK National Lottery has been in existence for almost 6 years.[9] It is operated by Camelot PLC, a consortium which was awarded the license in competition against other bidders, including a consortium bid headed by Richard Branson's company, Virgin. The license is due to expire in one year and both Virgin and Camelot have been bidding for this second license which gives the right to operate lottery games in the UK for a further seven years.

  2.  While both the current and the 1993/4 competitions between Virgin and Camelot have been the subject of some controversy, the intention of this paper is to step back from the controversy and to consider how the UK game ought to be designed, operated, taxed and regulated. Little attention has so far been given to the considerations raised here and yet they are central to both the objectives that government have set for the operator and for wider objectives such as the welfare of society as a whole. Unfortunately, there has also been little analytical research into how lottery games work, or how they should be operated and designed. This paper attempts to draw together the little analytical work that has been done and uses it to address the UK lottery market.

  3.  There are statistical issues concerned with how to structure the game to generate sales and this involves choosing the number of combinations of numbers that are bought so as to make the game attractive to players. The statistical design affects how hard it is to win, and this affects how attractive the game is on a draw-by-draw basis, and so also affects how sales might be expected to behave in the long run. Our evidence suggests that the current Camelot online game may be "too easy" but it may be difficult to design a harder game that is not also "meaner".

  4.  There are economic issues concerned with the sizes of the prize pools for different winners. The bigger the overall prize pool the better the bet being offered and the more attractive the game will be. The market structure is also important: online parimutuel games exhibit economies of scale—bigger games are more "efficient" than small ones so regulating entry into the market is likely to be very important. Moreover, the stability of sales is likely to be adversely affected by a competitive market structure. Of course, monopolistic supply may imply a need for effective regulation—and this will be true even if the licensee is operating on a not-for-profit basis. The license competition is currently organised as a "beauty contest" rather than as an auction and it is not obvious that the present arrangements are optimal.

  5.  Further economic considerations arise from the taxation of the games—the existing games are taxed at a rate that is thought to be approximately the rate levied on other forms of expenditure so as to be revenue neutral. But, the good causes levy is also a "tax"—albeit one which is "hypothecated" for particular forms of expenditure. Thus, the overall tax rate is round 40 per cent at present. In general taxes on goods and services should be designed with two things in mind: to minimise the "distortions" to the choices that people make, and to impose a smaller burden on the poor than the rich. Our evidence is that lottery taxation fares badly on both these counts.

  6.  Game design can be fine tuned to exploit the psychological weaknesses of players so as to improve how the game operates. For example, the distribution of the overall prize pool between jackpot winners and lesser winners affects the attractiveness of the game. Moreover, the ability for players to choose their own numbers, as opposed to being forced to buy tickets with randomly generated numbers is thought to be important for sales.

  7.  The distribution of play across individuals may also be amenable to manipulation through intelligent game design.

  8.  We expand on these issues below and summarise our views as to what the UK game should look like in the concluding section.[10]

HOW TO DESIGN A LOTTERY

Statistical Considerations in Online Parimutuel Lottery Game Design

9.  Online[11] games usually feature players buying a ticket where they choose n numbers from a possible N available numbers. Such games are usually parimutuel in design—that is winners, whose tickets match the winning combination (or some part of it), receive a share of the prize pool with any other players who chose the same numbers. The chances of winning depend on n and N—the bigger is n the harder it is to match the winning numbers since you have to match more of them, and the bigger is N the more possible combinations there are to be matched.

  10.  The problem of designing such a game is one of choosing the right values of n and N for the market circumstances. The bigger is N the less likely it is that anyone will hold the winning combination of the n numbers drawn—so if n=6 and N=49 then the probability of holding the winning combination is (approximately) 1 in 14 million, while if n=6 and N=53 then the chance of buying the winning combination is (approximately) 1 in 23 million.

  11.  Thus n and N affect the likely number of winners: with n=6 and N=49 and 60 million tickets sold then the number of jackpot winners to be expected is more than 4,[12] but if N=53 then the expected number of winners is less than 3. These are just the numbers of winners that we would expect on average—there is a variance around these numbers and the implication of N=53 rather than 49 is an increase in the chance of there being NO winners, ie the rollover probability. In the event of a rollover the jackpot is added to the jackpot of the next draw.

  12.  The dynamic behaviour of sales over time rests largely on the choice of n and N, which determine the probabilities of winning the different prizes and the likelihood of a rollover. If the game is easy to win, then rollovers are infrequent and double rollovers very infrequent so each draw is much the same as the next. The danger of the game being too easy to win is that players become bored with the monotony of playing. Estimates in an earlier paper[13] suggested that the "half-life" of the UK game would have been approximately 150 draws—sales would halve every 3 years (of weekly draws)—if there had been no rollovers. What rollovers do is enhance the attractiveness of the next draw so that players are enticed to then play more, come back to the game, or join the game for the first time, and this effect takes some time to decay. Thus, rollovers are an essential ingredient of an attractive game to overcome its essential monotony.


  13.  However, a game that is too hard to win will also be bad for sales in the long run. In the extreme case imagine a game that was almost impossible to win, it would rollover almost forever since sales would be very low and hence few of the available combinations on sales in each draw would be bought. But the size of the rollover would very slowly accumulate and hence so would sales. This is an example of "intertemporal substitution"—players sit on their hands waiting for the jackpot to grow sufficiently large for the draw to become attractive and only then play heavily. Even in less extreme cases, rollovers give rise to intertemporal substitution since rollover draws are more attractive than regular draws. While it is true that extra sales occur when there is a rollover, this is, in part, at the expense of sales in regular draws. Thus, designing the game to maximise sales is a balancing act of making it hard enough to win to overcome the tedium but easy enough to win to avoid significant intertemporal substitution.[14]

  14.  It is important that the game design matches the likely size of the market. A game that is sensible for the UK is likely to be too hard for Israel whose population is just 10 per cent of that of the UK.[15]

Economic Issues in Online Parimutuel Lottery Game Design

  15.  The prize pool is defined by the take-out rate, r, which is the proportion of sales (ie the stakes) that is not returned as prizes. Thus, the overall prize pool is (l-r)S, where S is sales revenue (in many games the cost of a ticket is fixed at a unit of currency so S is both the number of tickets sold and the level of sales revenue). It is common for the take-out rate to be in the range of 40-50 per cent so that the pay-out rate is 60-50 percent.[16]

  16.  Smaller prizes are usually awarded for matching fewer than n numbers so it is common for the prize fund to be split into separate pools. More complex designs are possible—for example, in the Camelot game there is a seventh "bonus" ball that is also used to define a prize pool for matching 5 of the first 6 numbers drawn plus the bonus number. Thus, the overall prize pool is usually divided into separate pools for funding players who match all n numbers in the winning combination, match n-1, n-2, etc. This set of prize pools might be characterised by S=S1,S2,....,Sn. In the Camelot game S1=S2 = 0 and S3 is not a share at all but a fixed payout and these match-3 prizes are awarded first and the shares of the other prizes is defined out of the residual.[17]

  17.  The odds of matching fewer than all n numbers also depends on N: thus the odds of matching 3 in a 6/49 design is 1 in 57, while the odds of matching 3 in 6/53 is 1 in 71.[18] Thus both n and N affect the number of prize winners for each prize pool, and it is the shares that affect the amount of money in each prize pool. Thus, the average amount won by each type of prize winner depends on all of the design parameters of the game.





  18.  So, for any specific n and N, the design of the distribution of the prize money, through choice of r and the si shares, affects the mean return from buying a ticket (which is less than 1-r because of the rollover probability—the higher the rollover probability the lower the return to the current draw), the variance in returns around this mean, and the degree to which the prizes are skewed towards large or small prizes. The larger the share given to the jackpot the more positively skewed is the distribution of prizes and the larger the share given to the lower prizes the more negatively skewed is the distribution.[19] The variance, depends of how much weight is given to middle as opposed to extreme prizes. Note that, these "moments" of the prize distribution are not independent of each other: for example, re-allocating the prize money away from the easy-to-win prizes and towards the hard-to-win prizes increases the skewness but also increases the variance and lowers the mean (because there is a chance that the jackpot rolls over).

  19.  One way of summarising the complications of how many of the various aspects of game design impacts on sales is through the mean, variance and skewness of the prize distribution. To estimate the impact of these three moments of the prize distribution on sales we would, ideally, like to conduct experiments where the design features were changed and sales recorded—better still, it would be useful to offer one group of individuals one game design and a control group another design. In practice such experiments are not available to us. In practice we observe either no variation in game design over the history of sales or, at best, changes in game design that the operator has chosen with a view to increasing sales. That is, any variation in game design that we may observe in ANY dataset is unlikely to tell us anything useful about, for example, how sales would change if a policymaker wanted to change the tax rate levied on the game.

  20.  The best we can do is to try to make inferences about how sales would be affected by game design changes, from the random variation in the terms on which people participate that we can typically observe—and that is through the effect of variations in the size of the jackpot on sales. The size of the jackpot is a random variable in our data because rollovers are statistically random events. The value of each of the moments of the prize distribution depend on the game design parameters and on the level of sales—for example, for any given design the mean return on a ticket is higher the higher is sales. Thus rollovers cause there to be exogenous variation in the nature of the prize distribution.


  21.  Figure 1 shows the "expected value" of a lottery ticket for common types of design in a regular (non-rollover) draw. Expected value is the average return on buying a £1 ticket. In the figure the take-out rate r is set at 0.55 which is a typical value and approximately the value used in the UK Camelot lotto game. The shape of this figure has given rise to what has been called lotto's "peculiar economies of scale" since it shows that the game gets cheaper to play (in the sense that the expected loss is smaller) the higher is sales.[20] This is because: the higher is sales the smaller is the chance of a rollover occurring because more of the possible combinations are sold;[21] this makes the return higher in the current draw because rollovers take money from the current draw and add it to the next draw; and your ticket in this draw gives you a possible claim on prizes in this draw but not the next. So the higher the chances that a jackpot rolls over the less a ticket for the current draw is worth. Note that at very large levels of sales all games have the same mean return which simply equals the 1-r, because the chance of a rollover is small when ticket sales are large since most possible combinations will be sold. Notice also that at any given level of sales easier games offer better value in regular draws since the rollover chance is smaller.

  22.  Figure 1 shows the situation for regular draws. However, when a rollover occurs, the mean, variance and skewness all change and the way in which they change can be calculated from a knowledge of the determinants of these moments. In Figure 2 we show, for a 6/49 design, how mean, variance and skewness vary with sales and how these relationships are shifted when there is a small rollover (£4m) and a large rollover (£8m). Rollovers make a difference in kind to the relationship between the moments and the level of sales for the following reason. In regular draws players simply play against each other for a slice of the overall prize pool which comes from stakes in the current draw—since players play against each other any addition to the prize pool is matched by additional potential winners. But in rollover draws players are also playing for the jackpot pool from the previous draw[22] and the value of this extra gets spread more thinly as more tickets are sold. Thus, the relationship between sales and the mean of the prize distribution (also known as the expected value) is made up of what would happen in a regular draw (as shown in Figure 1) that would have the upward sloping economies of scale characteristic plus the value of the previous jackpot which falls as sales rise because its value gets spread more thinly the more players are competing for this fixed sum.

  23.  Thus, overall, as the top panel of Figure 2 shows, the expected value first rises (as the economies of scale effect dominates) and then falls (as the competition for the fixed rolled-over amount takes over and the economies of scale effect flattens out).



  24.  The probability distribution implied by the Camelot 6/49 prize structure has a large spike at zero, since mostly players lose, and a further smaller spike at £10, where 1 in 57 tickets match 3. For the larger prizes however, it is not possible to describe the distribution as further spikes because the amount won depends on the number of people who also win a share in each prize pool. Instead of a spike, there is a small peak with a (local) maximum in the distribution for each prize type, which corresponds to the most probable number of winners for that type, but around this is a distribution that arises because there may be fewer winners each getting a large share of the pool or more winners than expected each getting a smaller share. Successive peaks, corresponding to the mean winnings of bigger prizes are lower (as the chance of winning is smaller) and wider (because the variance in the number of prize winners is higher for the more difficult to win prizes). The overall distribution is thus left skewed. The bottom two panels in Figure 2 show how the variance and skewness of the prize distribution vary with sales and the rollover size. A rollover decreases the left skew (ie increases (right) skewness since it increases the size of the jackpot pool.

  25.  Figure 3 shows the effects of rollover size on the mean, variance and skewness for two levels of sales, typical of Wednesday and Saturday draw levels. A rollover affects only the top prize increasing (right) skewness. Increasing ticket sales has no impact on the two mass points corresponding to winning nothing or ten pounds but increases the prize pool for the other prizes and also the likely number of winners. With no rollover, the first effect dominates[23] and the increase in sales increases the expected value and the peaks of the distribution corresponding to the higher value prizes move rightward. With a rollover, however, the second effect dominates for high sales, and, although the expected amount won for the 4, 5 and 5+ bonus prizes increases, the expected amount won in the jackpot prize may decrease.





  26.  Table 1 shows the actual values of the moments for typical examples. The message is that rollovers have a large effect on the mean, variance and skewness of the prize distribution, especially at low levels of sales, while the effects of variation in sales (for a given rollover size) is relatively small, especially at large levels of sales.

  27.  Few previously published papers have looked at the modelling of lotto sales. One US example[24] suggests that decreasing the take-out rate for the jackpot prize could increase revenues (for the Florida state lottery).[25] The decrease in take-out rate would have two opposing effects: it would decrease revenue since, ceteris paribus, less money is taken as profits, but the larger prizes made possible would, however, increase sales and thus increase the "tax" revenue raised. While the increase in sales would also decrease the probability of a rollover, the increase in the probable size of any rollover which does occur more than makes up for this.


8   This paper draws on Ian Walker's research with colleagues at Keele University that was funded by ESRC under research grant R000236821, and on Juliet Young's MSc dissertation at the University of Warwick. We exploit data that has been provided by the Lotto-shop website, the National Lottery Commissioners, the Consumers' Association, and the Family Expenditure Survey and the British Social Attitudes Survey which were provided by ESRC Data Archive at the University of Essex with the permission of the Office of National Statistics. We are grateful for the co-operation that we have received from these agencies. The views expressed here are those of the authors alone and do not represent the views of our employers. Back

9   See R Munting, An economic and social history of gambling in Britain and the USA, Manchester UP, 1994 for the history of UK lotteries. Back

10   There are three areas where we have little to say: First, technology affects both how games can be presented to players and the kind of game that it is possible to organise. Parimutuel games that allow players to choose their numbers require sophisticated computer systems. But new technology also offers the prospect of Internet-based games and games operated via mobile phones using SMS or WAP. The technological possibility of international competition also imposes constraints on the domestic market as well as offering further market possibilities. Secondly, gambling can have adverse social consequences and intelligent game design can be used to minimise these. However, imposing constraints on game design because of a concern over adverse social consequences will generally have adverse consequences for sales so a trade-off may be involved. For example, it might be regarded as better to have a large number of small players than a small number of large ones. Finally, scratchcards are a part of the portfolio of the UK game and we have little to say about this since we do not have good data for them. Back

11   In the lottery industry "online" means games where ticket sales are recorded electronically at a dedicated terminal. Back

12   That is, it is 60m divided by 14m. Back

13   See L Farrell, E Morgenroth and I Walker, "A Time Series Analysis of UK Lottery Sales: Long and Short Run Price Elasticities", Oxford Bulletin of Economics and Statistics, 61, 1999. Back

14   The problem is made more complex where there are other substitution possibilities-for example, in the US it is possible that cross-state substitution takes place. This gives rise to incentives for neighbouring states to collude and share the proceeds of a single large game rather than have two competing games. Back

15   In fact, the Israeli online lotto game has just been redesigned from 6/49 (1 in 14m) to 6/45 (1 in 8.1m) precisely because the operators felt that it was too difficult to win and rollovers were too frequent-it is being promoted as "Less numbers, bigger chances"). In contrast the game in Ireland (population 3.8m) has twice been redesigned to make it harder to win to induce more rollovers. Indeed, the redesigns followed organised attempts to "buy the pot" because large jackpots had accrued. Under the new design, a 6/42 game so that the odds of winning are 1 in 5.25m, there are more frequent but smaller jackpots. In California (population 34m) the game began as 6/49, went to 5/53 and then to 6/51 (1 in 18 million) but, since June, has a complex 5/47+1/27 design that gives extremely long jackpot odds of 1 in 41.4m. In Florida (population 15m) the game has also recently become more difficult, going from 6/49 to 6/53. Back

16   Care must be taken when comparing across games to recognise that some games pay prizes as a lump sum (in the UK, for example) while others (most US states) pay an annuity (or some heavily discounted lump sum). Moreover, in some countries prizes (the USA) are liable for income tax while in other countries (UK) they are not. Back

17   That is si = pi [(1-r)S-10.N3], where i = 4,5,5+b,6, N3, is the number of players that match 3 of the numbers drawn, and pi is a fraction. For example p6 = 0.52. Back

18   Gerry Quinn in Ireland provides a helpful website, http://indigo.ie/-gerryq/Lotodds/lotodds.htm, that allows probabilistically-challenged readers to compute the odds for many common game designs. Back

19   Games that are hard to win often feature large jackpot shares. For example, in the Florida online twice weekly lotto draw the odds of matching 5 of the 6/53 has a (relatively) high chance but it has such a small share of the overall prize pool that it is only, on average, worth approximately $5,000. That is, the Florida lotto game is both hard to win and highly skewed. It is the large jackpot that entices people to play in regular draws even though there is a high chance that it will be rolled over and won by someone in subsequent weeks. Back

20   See Cook, P J and C T Clotfelter, "The Peculiar Scale Economies of Lotto" American Economic Review 83, 1993. Back

21   The rollover probability is (1-p6)s where n6 the jackpot odds (1/14m in the 6/49 case) and S is the level of sales. Back

22   In principle, lower prize pools could also roll over but we have no evidence that this has ever occurred in practice. Back

23   See Clotfelter, C T and P J Cook, Selling Hope: State Lotteries in America, Harvard University Press, 1991. Back

24   J F Scoggins, "The lotto and expected net revenue" National Tax Journal, 48, 1995. Back

25   See D Forrest, D Gulley and R Simmons, "Elasticity of demand for UK National Lottery tickets" forthcoming in National Tax Journal, (2000) for UK work that follows this line but does not support the proposition. Back


 
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