PriceInvestmentImpulseBuyingAdvertisementHabitualBuyingTrust inBrandPurchaseFrequencyOccupation& LifestyleIntangibleInformationSearchMarketingMarketDemandBrandAwarenessSocialFactorFeedbacksPlaceTrendsCulturalFactorProcessTechnologyVouchersSubcultureBiasBusinessMarketsTargetMarketStandardizationConsumerSocialClassPersonalValuesDiscountsPost-purchaseevaluationBuyerMotivationCompetitionsSearch forinformationBrandEquityIncomeLevelEntrepreneurBenefitsTangiblePeerInfluenceCompanyAwarenessInfluencersPromotionDifferentiationServicesQualityAgeCustomerLoyaltyConsumerInsightProfitNeedrecognitionMarketingEthicsPurchasingBehaviorPriceSensitivityBuyingDecisionProcessProductsBuyerPersonalFactorBusinessDecisionMakingRiskPurchasingdecisionConvenientCultureEntrepreneurshipPersonalityPsychologicalFactorPackagingEvaluationofalternativesPriceInvestmentImpulseBuyingAdvertisementHabitualBuyingTrust inBrandPurchaseFrequencyOccupation& LifestyleIntangibleInformationSearchMarketingMarketDemandBrandAwarenessSocialFactorFeedbacksPlaceTrendsCulturalFactorProcessTechnologyVouchersSubcultureBiasBusinessMarketsTargetMarketStandardizationConsumerSocialClassPersonalValuesDiscountsPost-purchaseevaluationBuyerMotivationCompetitionsSearch forinformationBrandEquityIncomeLevelEntrepreneurBenefitsTangiblePeerInfluenceCompanyAwarenessInfluencersPromotionDifferentiationServicesQualityAgeCustomerLoyaltyConsumerInsightProfitNeedrecognitionMarketingEthicsPurchasingBehaviorPriceSensitivityBuyingDecisionProcessProductsBuyerPersonalFactorBusinessDecisionMakingRiskPurchasingdecisionConvenientCultureEntrepreneurshipPersonalityPsychologicalFactorPackagingEvaluationofalternatives

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