Experimental Design
Senders and receivers are told that the computer randomly generated a secret number j by drawing once from {1,2,3,4,5,6,7}. The sender then chooses a number X in {1,2,3,4,5,6,7} to send to the receiver. The receiver observes the message and guesses a value for j. The sender is incentivized to induce a high guess, while the receiver has incentives to be accurate. The treatments vary the context in which the receiver makes the guess.