MarketingEthicsOccupation& LifestyleCulturalFactorPromotionIntangibleMarketingAgeEntrepreneurProductsSocialFactorAdvertisementVouchersPurchasingBehaviorTechnologyImpulseBuyingCustomerLoyaltyEntrepreneurshipTangiblePurchaseFrequencyBenefitsStandardizationNeedrecognitionTrendsProcessServicesBusinessMarketsMarketDemandPersonalFactorCultureFeedbacksBuyerMotivationBusinessCompanySubcultureBiasDecisionMakingBrandEquityBuyerInvestmentDiscountsAwarenessEvaluationofalternativesPackagingPriceSensitivityBuyingDecisionProcessQualityProfitPeerInfluenceCompetitionsConsumerInsightPersonalityPsychologicalFactorPost-purchaseevaluationHabitualBuyingPlaceSocialClassConvenientInfluencersTrust inBrandBrandAwarenessInformationSearchTargetMarketPersonalValuesPurchasingdecisionDifferentiationConsumerIncomeLevelSearch forinformationPriceRiskMarketingEthicsOccupation& LifestyleCulturalFactorPromotionIntangibleMarketingAgeEntrepreneurProductsSocialFactorAdvertisementVouchersPurchasingBehaviorTechnologyImpulseBuyingCustomerLoyaltyEntrepreneurshipTangiblePurchaseFrequencyBenefitsStandardizationNeedrecognitionTrendsProcessServicesBusinessMarketsMarketDemandPersonalFactorCultureFeedbacksBuyerMotivationBusinessCompanySubcultureBiasDecisionMakingBrandEquityBuyerInvestmentDiscountsAwarenessEvaluationofalternativesPackagingPriceSensitivityBuyingDecisionProcessQualityProfitPeerInfluenceCompetitionsConsumerInsightPersonalityPsychologicalFactorPost-purchaseevaluationHabitualBuyingPlaceSocialClassConvenientInfluencersTrust inBrandBrandAwarenessInformationSearchTargetMarketPersonalValuesPurchasingdecisionDifferentiationConsumerIncomeLevelSearch forinformationPriceRisk

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