PromotionIncomeLevelBusinessMarketsProfitSocialClassPeerInfluenceProductsTechnologyPackagingSocialFactorPersonalFactorBenefitsEntrepreneurshipImpulseBuyingProcessBuyingDecisionProcessCultureConsumerInsightTangibleServicesPurchasingBehaviorBrandAwarenessConsumerTrust inBrandCulturalFactorDecisionMakingHabitualBuyingVouchersQualityInfluencersPsychologicalFactorSearch forinformationCompanyPlaceSubcultureBuyerStandardizationBuyerMotivationEntrepreneurEvaluationofalternativesPersonalValuesPurchaseFrequencyTargetMarketRiskPurchasingdecisionMarketDemandConvenientCompetitionsPost-purchaseevaluationDiscountsBiasBusinessTrendsFeedbacksOccupation& LifestyleInformationSearchAwarenessInvestmentPersonalityDifferentiationMarketingEthicsNeedrecognitionPriceSensitivityPriceAgeAdvertisementBrandEquityCustomerLoyaltyMarketingIntangiblePromotionIncomeLevelBusinessMarketsProfitSocialClassPeerInfluenceProductsTechnologyPackagingSocialFactorPersonalFactorBenefitsEntrepreneurshipImpulseBuyingProcessBuyingDecisionProcessCultureConsumerInsightTangibleServicesPurchasingBehaviorBrandAwarenessConsumerTrust inBrandCulturalFactorDecisionMakingHabitualBuyingVouchersQualityInfluencersPsychologicalFactorSearch forinformationCompanyPlaceSubcultureBuyerStandardizationBuyerMotivationEntrepreneurEvaluationofalternativesPersonalValuesPurchaseFrequencyTargetMarketRiskPurchasingdecisionMarketDemandConvenientCompetitionsPost-purchaseevaluationDiscountsBiasBusinessTrendsFeedbacksOccupation& LifestyleInformationSearchAwarenessInvestmentPersonalityDifferentiationMarketingEthicsNeedrecognitionPriceSensitivityPriceAgeAdvertisementBrandEquityCustomerLoyaltyMarketingIntangible

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