ImpulseBuyingTargetMarketCompetitionsBuyingDecisionProcessPeerInfluenceEntrepreneurEvaluationofalternativesInformationSearchPromotionFeedbacksQualityTechnologyBuyerMotivationPsychologicalFactorAgeAwarenessSearch forinformationPurchaseFrequencyInfluencersPackagingNeedrecognitionCulturalFactorPurchasingBehaviorPlaceBrandEquitySocialFactorPersonalityDiscountsTangibleEntrepreneurshipOccupation& LifestylePersonalFactorPersonalValuesAdvertisementSubculturePost-purchaseevaluationDecisionMakingMarketingEthicsPurchasingdecisionBiasConvenientSocialClassPriceSensitivityBusinessMarketsCultureStandardizationServicesConsumerInsightHabitualBuyingMarketingTrust inBrandBrandAwarenessRiskBuyerProfitProcessCustomerLoyaltyDifferentiationCompanyIncomeLevelInvestmentMarketDemandVouchersIntangibleConsumerBusinessProductsBenefitsPriceTrendsImpulseBuyingTargetMarketCompetitionsBuyingDecisionProcessPeerInfluenceEntrepreneurEvaluationofalternativesInformationSearchPromotionFeedbacksQualityTechnologyBuyerMotivationPsychologicalFactorAgeAwarenessSearch forinformationPurchaseFrequencyInfluencersPackagingNeedrecognitionCulturalFactorPurchasingBehaviorPlaceBrandEquitySocialFactorPersonalityDiscountsTangibleEntrepreneurshipOccupation& LifestylePersonalFactorPersonalValuesAdvertisementSubculturePost-purchaseevaluationDecisionMakingMarketingEthicsPurchasingdecisionBiasConvenientSocialClassPriceSensitivityBusinessMarketsCultureStandardizationServicesConsumerInsightHabitualBuyingMarketingTrust inBrandBrandAwarenessRiskBuyerProfitProcessCustomerLoyaltyDifferentiationCompanyIncomeLevelInvestmentMarketDemandVouchersIntangibleConsumerBusinessProductsBenefitsPriceTrends

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