Experimental procedure Participants were comfortably seated on a chair in a dimly lit, sound attenuated room. The stimuli were presented centrally on a 19-inch computer monitor (1,280 × 1,024 pixels, 60 HZ) against a gray background at a distance of 90 cm in front of the participants. E-Prime 2.0 software (Psychology Software Tools Inc., Pittsburgh, PA, USA) was used to deliver the stimuli and a keypad was provided for participants to make responses. Prior to the formal experiment, participants received instructions about the task and were tested for task comprehension in the practice trials. Participants got a virtual allocation of ¥70, which could be used to buy the bundles during the experiment. As illustrated in Figure 1, each trial began with a central fixation cross for 1,000 ms, which was followed by the presentation of a bundle for 2,000 ms with a visual angle of 8° × 3.7°. The focal product was placed to the left of the cross and the tie-in product the other side. Next, an empty screen was displayed for 400–600 ms randomly. Afterwards, the bundle was again presented with the prices displayed in red below each component for 4,000 ms, during which participants had to decide whether to buy the bundle or not at the offered prices. The response-to-hand assignments were counterbalanced across individuals such that half of them were instructed to press “1” for “buy” and “3” for “not buy” while the opposite was true for the other half. The virtual allocation was reset for every trial. The 135 trials were pseudorandomly assigned to three blocks, and the order of trials was pseudorandom within each block such that different price frames on an identical bundle did not appear within three consecutive trials. The experiment lasted for about 22 min. After finishing all trials, participants were asked if they were clearly aware of the experimental manipulation and the researchers' true intent. If a participant was aware of these, then the data from this participant would be excluded from further analysis. Figure 1 Schematic illustration of one trial of the experimental task. Participants were instructed to make a “buy” or “not buy” decision after the presentation of the bundle along with price information. To ensure the participants' motivational engagement in the shopping task, one trial was randomly selected to be implemented after the experiment (Knutson et al., 2007; Goto et al., 2017). If the participant chose to buy the bundle in that trial, then the bundle was later shipped to the participant, and cash “savings” corresponding to the initial allocation (¥70) minus the total price of the chosen bundle was paid to the participant. If not, the participant received the full allocation (¥70) as payment. This approach was used to maximize the realism of the shopping task because participants had a real chance of getting one of the “purchased” bundles, and cash saving was an inherent part of price-based shopping behavior. Moreover, in order to minimize possible biases produced by strategies built upon buying only a small subset of products, and following previous research (Goto et al., 2017), participants were informed before the experiment that they would lose money on their final cash savings if they failed to buy a sufficient number of bundles. If the number of bundles bought was < 20, then ¥20 would be subtracted from the savings. If the number was between 20 and 24, ¥10 would be lost. If this number was between 25 and 29, ¥5 would be lost. If more than 30 bundles were bought, no money would be lost at the end. As a matter of fact, all participants bought more than 30 bundles and not any penalty was applied.