MarketingEthicsPsychologicalFactorPackagingCultureEntrepreneurshipSocialClassTrust inBrandTechnologyPromotionConsumerImpulseBuyingCompetitionsOccupation& LifestyleDiscountsBuyerMotivationFeedbacksProcessMarketingIntangibleProductsQualityBrandEquityTargetMarketVouchersConsumerInsightHabitualBuyingBuyingDecisionProcessMarketDemandPurchasingBehaviorPriceRiskAdvertisementPriceSensitivitySearch forinformationPlaceBrandAwarenessPurchaseFrequencyBusinessNeedrecognitionPersonalValuesSocialFactorInvestmentSubcultureTangibleEntrepreneurEvaluationofalternativesPeerInfluenceDecisionMakingDifferentiationBusinessMarketsTrendsProfitInformationSearchCompanyBuyerAgePersonalityPersonalFactorAwarenessBiasServicesIncomeLevelConvenientPost-purchaseevaluationBenefitsCustomerLoyaltyInfluencersCulturalFactorPurchasingdecisionStandardizationMarketingEthicsPsychologicalFactorPackagingCultureEntrepreneurshipSocialClassTrust inBrandTechnologyPromotionConsumerImpulseBuyingCompetitionsOccupation& LifestyleDiscountsBuyerMotivationFeedbacksProcessMarketingIntangibleProductsQualityBrandEquityTargetMarketVouchersConsumerInsightHabitualBuyingBuyingDecisionProcessMarketDemandPurchasingBehaviorPriceRiskAdvertisementPriceSensitivitySearch forinformationPlaceBrandAwarenessPurchaseFrequencyBusinessNeedrecognitionPersonalValuesSocialFactorInvestmentSubcultureTangibleEntrepreneurEvaluationofalternativesPeerInfluenceDecisionMakingDifferentiationBusinessMarketsTrendsProfitInformationSearchCompanyBuyerAgePersonalityPersonalFactorAwarenessBiasServicesIncomeLevelConvenientPost-purchaseevaluationBenefitsCustomerLoyaltyInfluencersCulturalFactorPurchasingdecisionStandardization

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