BusinessPersonalFactorDifferentiationServicesIntangiblePeerInfluenceDecisionMakingSubcultureVouchersBuyerMotivationInformationSearchIncomeLevelSocialFactorBiasPackagingAdvertisementMarketingNeedrecognitionBuyingDecisionProcessCulturalFactorMarketDemandPsychologicalFactorEntrepreneurEvaluationofalternativesCustomerLoyaltyCompanyBenefitsOccupation& LifestyleTechnologyPost-purchaseevaluationPlaceDiscountsPersonalValuesSocialClassQualityPriceSensitivityPurchasingdecisionSearch forinformationFeedbacksBrandAwarenessMarketingEthicsCompetitionsConsumerPurchaseFrequencyTrust inBrandBusinessMarketsHabitualBuyingInvestmentProcessTrendsProfitTangibleAwarenessRiskCultureEntrepreneurshipPersonalityImpulseBuyingTargetMarketConvenientPriceBrandEquityPromotionInfluencersStandardizationPurchasingBehaviorBuyerConsumerInsightAgeProductsBusinessPersonalFactorDifferentiationServicesIntangiblePeerInfluenceDecisionMakingSubcultureVouchersBuyerMotivationInformationSearchIncomeLevelSocialFactorBiasPackagingAdvertisementMarketingNeedrecognitionBuyingDecisionProcessCulturalFactorMarketDemandPsychologicalFactorEntrepreneurEvaluationofalternativesCustomerLoyaltyCompanyBenefitsOccupation& LifestyleTechnologyPost-purchaseevaluationPlaceDiscountsPersonalValuesSocialClassQualityPriceSensitivityPurchasingdecisionSearch forinformationFeedbacksBrandAwarenessMarketingEthicsCompetitionsConsumerPurchaseFrequencyTrust inBrandBusinessMarketsHabitualBuyingInvestmentProcessTrendsProfitTangibleAwarenessRiskCultureEntrepreneurshipPersonalityImpulseBuyingTargetMarketConvenientPriceBrandEquityPromotionInfluencersStandardizationPurchasingBehaviorBuyerConsumerInsightAgeProducts

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