BuyingDecisionProcessBusinessMarketsBrandEquityProfitBusinessDifferentiationInformationSearchPurchasingBehaviorPost-purchaseevaluationInvestmentPurchaseFrequencyTangibleBenefitsSubculturePsychologicalFactorPersonalityDiscountsMarketingEthicsCulturalFactorPersonalValuesConvenientAdvertisementBrandAwarenessTrendsCompetitionsServicesIntangibleImpulseBuyingIncomeLevelFeedbacksPurchasingdecisionProcessSocialClassStandardizationPeerInfluenceAgePriceMarketingTrust inBrandOccupation& LifestyleCultureTechnologyRiskPromotionMarketDemandEvaluationofalternativesAwarenessPackagingTargetMarketEntrepreneurshipNeedrecognitionConsumerQualityInfluencersBuyerMotivationConsumerInsightSearch forinformationDecisionMakingBuyerCustomerLoyaltyProductsBiasCompanyPersonalFactorSocialFactorPlaceHabitualBuyingVouchersPriceSensitivityEntrepreneurBuyingDecisionProcessBusinessMarketsBrandEquityProfitBusinessDifferentiationInformationSearchPurchasingBehaviorPost-purchaseevaluationInvestmentPurchaseFrequencyTangibleBenefitsSubculturePsychologicalFactorPersonalityDiscountsMarketingEthicsCulturalFactorPersonalValuesConvenientAdvertisementBrandAwarenessTrendsCompetitionsServicesIntangibleImpulseBuyingIncomeLevelFeedbacksPurchasingdecisionProcessSocialClassStandardizationPeerInfluenceAgePriceMarketingTrust inBrandOccupation& LifestyleCultureTechnologyRiskPromotionMarketDemandEvaluationofalternativesAwarenessPackagingTargetMarketEntrepreneurshipNeedrecognitionConsumerQualityInfluencersBuyerMotivationConsumerInsightSearch forinformationDecisionMakingBuyerCustomerLoyaltyProductsBiasCompanyPersonalFactorSocialFactorPlaceHabitualBuyingVouchersPriceSensitivityEntrepreneur

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