PromotionTargetMarketConsumerInsightCulturalFactorBiasIntangibleBrandEquityBuyerMotivationPricePurchaseFrequencyTrust inBrandTechnologyCompetitionsStandardizationIncomeLevelMarketingEthicsDifferentiationPlaceRiskOccupation& LifestylePersonalValuesProductsDiscountsPurchasingBehaviorInvestmentQualityBusinessMarketsBenefitsSubcultureAgeProcessPersonalFactorMarketingSearch forinformationSocialClassPackagingMarketDemandBuyingDecisionProcessPriceSensitivityInformationSearchInfluencersCompanyEntrepreneurshipSocialFactorTangibleEntrepreneurProfitImpulseBuyingCultureHabitualBuyingCustomerLoyaltyBusinessBuyerPost-purchaseevaluationBrandAwarenessPeerInfluenceFeedbacksServicesConvenientPsychologicalFactorVouchersPersonalityTrendsAdvertisementDecisionMakingPurchasingdecisionConsumerAwarenessNeedrecognitionEvaluationofalternativesPromotionTargetMarketConsumerInsightCulturalFactorBiasIntangibleBrandEquityBuyerMotivationPricePurchaseFrequencyTrust inBrandTechnologyCompetitionsStandardizationIncomeLevelMarketingEthicsDifferentiationPlaceRiskOccupation& LifestylePersonalValuesProductsDiscountsPurchasingBehaviorInvestmentQualityBusinessMarketsBenefitsSubcultureAgeProcessPersonalFactorMarketingSearch forinformationSocialClassPackagingMarketDemandBuyingDecisionProcessPriceSensitivityInformationSearchInfluencersCompanyEntrepreneurshipSocialFactorTangibleEntrepreneurProfitImpulseBuyingCultureHabitualBuyingCustomerLoyaltyBusinessBuyerPost-purchaseevaluationBrandAwarenessPeerInfluenceFeedbacksServicesConvenientPsychologicalFactorVouchersPersonalityTrendsAdvertisementDecisionMakingPurchasingdecisionConsumerAwarenessNeedrecognitionEvaluationofalternatives

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