SocialClassFeedbacksBenefitsCompetitionsInformationSearchTrust inBrandProductsBiasBrandAwarenessNeedrecognitionVouchersMarketDemandPlaceAwarenessSocialFactorServicesStandardizationIncomeLevelAgeBusinessCulturalFactorIntangiblePurchaseFrequencyPersonalityBrandEquityDiscountsPeerInfluenceInvestmentBuyerConvenientTangibleTechnologyPost-purchaseevaluationPersonalValuesOccupation& LifestyleBusinessMarketsSubculturePurchasingBehaviorProfitCustomerLoyaltyPriceSensitivityCultureAdvertisementEntrepreneurshipHabitualBuyingEvaluationofalternativesPersonalFactorDifferentiationMarketingPromotionRiskProcessBuyingDecisionProcessBuyerMotivationDecisionMakingImpulseBuyingPackagingInfluencersSearch forinformationPurchasingdecisionPriceTrendsConsumerPsychologicalFactorConsumerInsightMarketingEthicsEntrepreneurCompanyQualityTargetMarketSocialClassFeedbacksBenefitsCompetitionsInformationSearchTrust inBrandProductsBiasBrandAwarenessNeedrecognitionVouchersMarketDemandPlaceAwarenessSocialFactorServicesStandardizationIncomeLevelAgeBusinessCulturalFactorIntangiblePurchaseFrequencyPersonalityBrandEquityDiscountsPeerInfluenceInvestmentBuyerConvenientTangibleTechnologyPost-purchaseevaluationPersonalValuesOccupation& LifestyleBusinessMarketsSubculturePurchasingBehaviorProfitCustomerLoyaltyPriceSensitivityCultureAdvertisementEntrepreneurshipHabitualBuyingEvaluationofalternativesPersonalFactorDifferentiationMarketingPromotionRiskProcessBuyingDecisionProcessBuyerMotivationDecisionMakingImpulseBuyingPackagingInfluencersSearch forinformationPurchasingdecisionPriceTrendsConsumerPsychologicalFactorConsumerInsightMarketingEthicsEntrepreneurCompanyQualityTargetMarket

⚝ ๋࣭ ⭑Group 4 ๋࣭ ⭑⚝ - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. Social Class
  2. Feedbacks
  3. Benefits
  4. Competitions
  5. Information Search
  6. Trust in Brand
  7. Products
  8. Bias
  9. Brand Awareness
  10. Need recognition
  11. Vouchers
  12. Market Demand
  13. Place
  14. Awareness
  15. Social Factor
  16. Services
  17. Standardization
  18. Income Level
  19. Age
  20. Business
  21. Cultural Factor
  22. Intangible
  23. Purchase Frequency
  24. Personality
  25. Brand Equity
  26. Discounts
  27. Peer Influence
  28. Investment
  29. Buyer
  30. Convenient
  31. Tangible
  32. Technology
  33. Post-purchase evaluation
  34. Personal Values
  35. Occupation & Lifestyle
  36. Business Markets
  37. Subculture
  38. Purchasing Behavior
  39. Profit
  40. Customer Loyalty
  41. Price Sensitivity
  42. Culture
  43. Advertisement
  44. Entrepreneurship
  45. Habitual Buying
  46. Evaluation of alternatives
  47. Personal Factor
  48. Differentiation
  49. Marketing
  50. Promotion
  51. Risk
  52. Process
  53. Buying Decision Process
  54. Buyer Motivation
  55. Decision Making
  56. Impulse Buying
  57. Packaging
  58. Influencers
  59. Search for information
  60. Purchasing decision
  61. Price
  62. Trends
  63. Consumer
  64. Psychological Factor
  65. Consumer Insight
  66. Marketing Ethics
  67. Entrepreneur
  68. Company
  69. Quality
  70. Target Market