BiasIncomeLevelDecisionMakingBusinessMarketDemandMarketingBrandAwarenessProcessHabitualBuyingPersonalFactorTrust inBrandSubcultureTargetMarketPromotionVouchersAdvertisementPost-purchaseevaluationBuyingDecisionProcessInfluencersImpulseBuyingBusinessMarketsCompetitionsConsumerInsightPsychologicalFactorProfitCustomerLoyaltyPurchasingBehaviorStandardizationPeerInfluenceDifferentiationConvenientEntrepreneurInformationSearchSocialClassPurchasingdecisionPlacePersonalityConsumerServicesTangibleProductsTrendsBenefitsBuyerSocialFactorPurchaseFrequencyCompanyIntangiblePriceSensitivityCultureQualityMarketingEthicsCulturalFactorPersonalValuesRiskTechnologySearch forinformationOccupation& LifestyleAgeInvestmentNeedrecognitionAwarenessBuyerMotivationDiscountsFeedbacksPriceEvaluationofalternativesBrandEquityPackagingEntrepreneurshipBiasIncomeLevelDecisionMakingBusinessMarketDemandMarketingBrandAwarenessProcessHabitualBuyingPersonalFactorTrust inBrandSubcultureTargetMarketPromotionVouchersAdvertisementPost-purchaseevaluationBuyingDecisionProcessInfluencersImpulseBuyingBusinessMarketsCompetitionsConsumerInsightPsychologicalFactorProfitCustomerLoyaltyPurchasingBehaviorStandardizationPeerInfluenceDifferentiationConvenientEntrepreneurInformationSearchSocialClassPurchasingdecisionPlacePersonalityConsumerServicesTangibleProductsTrendsBenefitsBuyerSocialFactorPurchaseFrequencyCompanyIntangiblePriceSensitivityCultureQualityMarketingEthicsCulturalFactorPersonalValuesRiskTechnologySearch forinformationOccupation& LifestyleAgeInvestmentNeedrecognitionAwarenessBuyerMotivationDiscountsFeedbacksPriceEvaluationofalternativesBrandEquityPackagingEntrepreneurship

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