PsychologicalFactorPurchaseFrequencySocialFactorConsumerSocialClassPersonalityIncomeLevelNeedrecognitionBuyerDifferentiationProductsBrandAwarenessVouchersConvenientBrandEquityInvestmentCompanyPersonalFactorBusinessMarketsCulturalFactorEntrepreneurshipInformationSearchAdvertisementAgeConsumerInsightStandardizationCultureIntangibleEvaluationofalternativesQualityOccupation& LifestyleBiasMarketingEthicsHabitualBuyingPurchasingdecisionAwarenessTechnologyTargetMarketPersonalValuesInfluencersCompetitionsPlaceBuyingDecisionProcessDecisionMakingPriceSensitivityBenefitsDiscountsImpulseBuyingPurchasingBehaviorTrust inBrandPromotionTrendsFeedbacksProfitMarketingBuyerMotivationPackagingBusinessSearch forinformationSubcultureMarketDemandPriceProcessPost-purchaseevaluationPeerInfluenceCustomerLoyaltyServicesEntrepreneurRiskTangiblePsychologicalFactorPurchaseFrequencySocialFactorConsumerSocialClassPersonalityIncomeLevelNeedrecognitionBuyerDifferentiationProductsBrandAwarenessVouchersConvenientBrandEquityInvestmentCompanyPersonalFactorBusinessMarketsCulturalFactorEntrepreneurshipInformationSearchAdvertisementAgeConsumerInsightStandardizationCultureIntangibleEvaluationofalternativesQualityOccupation& LifestyleBiasMarketingEthicsHabitualBuyingPurchasingdecisionAwarenessTechnologyTargetMarketPersonalValuesInfluencersCompetitionsPlaceBuyingDecisionProcessDecisionMakingPriceSensitivityBenefitsDiscountsImpulseBuyingPurchasingBehaviorTrust inBrandPromotionTrendsFeedbacksProfitMarketingBuyerMotivationPackagingBusinessSearch forinformationSubcultureMarketDemandPriceProcessPost-purchaseevaluationPeerInfluenceCustomerLoyaltyServicesEntrepreneurRiskTangible

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