IncomeLevelTrust inBrandPersonalityDifferentiationPromotionCulturalFactorTechnologyStandardizationSocialClassConvenientDiscountsBuyerMotivationMarketDemandProductsCompanyPost-purchaseevaluationTangiblePsychologicalFactorIntangibleBrandEquityPriceSensitivityInfluencersPlaceNeedrecognitionBrandAwarenessPurchasingBehaviorMarketingEthicsBenefitsPersonalFactorMarketingPricePersonalValuesBiasInvestmentInformationSearchConsumerSocialFactorVouchersEvaluationofalternativesBusinessMarketsProfitProcessSearch forinformationImpulseBuyingEntrepreneurshipTargetMarketConsumerInsightAdvertisementSubcultureBusinessBuyingDecisionProcessEntrepreneurServicesPurchasingdecisionRiskDecisionMakingQualityPackagingPeerInfluencePurchaseFrequencyBuyerCompetitionsAgeCustomerLoyaltyHabitualBuyingTrendsFeedbacksCultureAwarenessOccupation& LifestyleIncomeLevelTrust inBrandPersonalityDifferentiationPromotionCulturalFactorTechnologyStandardizationSocialClassConvenientDiscountsBuyerMotivationMarketDemandProductsCompanyPost-purchaseevaluationTangiblePsychologicalFactorIntangibleBrandEquityPriceSensitivityInfluencersPlaceNeedrecognitionBrandAwarenessPurchasingBehaviorMarketingEthicsBenefitsPersonalFactorMarketingPricePersonalValuesBiasInvestmentInformationSearchConsumerSocialFactorVouchersEvaluationofalternativesBusinessMarketsProfitProcessSearch forinformationImpulseBuyingEntrepreneurshipTargetMarketConsumerInsightAdvertisementSubcultureBusinessBuyingDecisionProcessEntrepreneurServicesPurchasingdecisionRiskDecisionMakingQualityPackagingPeerInfluencePurchaseFrequencyBuyerCompetitionsAgeCustomerLoyaltyHabitualBuyingTrendsFeedbacksCultureAwarenessOccupation& Lifestyle

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