PersonalityPersonalValuesPriceMarketingConvenientBusinessPersonalFactorPeerInfluenceBrandAwarenessIntangibleMarketingEthicsDiscountsTrendsPurchaseFrequencyNeedrecognitionCompanyAdvertisementBrandEquityOccupation& LifestyleBuyerCustomerLoyaltyBusinessMarketsEntrepreneurTargetMarketFeedbacksVouchersDecisionMakingAgeQualityPlaceCulturalFactorIncomeLevelCulturePurchasingdecisionMarketDemandConsumerBuyingDecisionProcessSocialClassSearch forinformationEvaluationofalternativesTrust inBrandEntrepreneurshipPromotionBiasRiskTechnologyImpulseBuyingSocialFactorProcessProductsServicesPsychologicalFactorPost-purchaseevaluationInformationSearchInfluencersSubcultureHabitualBuyingBuyerMotivationCompetitionsDifferentiationProfitInvestmentAwarenessStandardizationPriceSensitivityPurchasingBehaviorConsumerInsightBenefitsTangiblePackagingPersonalityPersonalValuesPriceMarketingConvenientBusinessPersonalFactorPeerInfluenceBrandAwarenessIntangibleMarketingEthicsDiscountsTrendsPurchaseFrequencyNeedrecognitionCompanyAdvertisementBrandEquityOccupation& LifestyleBuyerCustomerLoyaltyBusinessMarketsEntrepreneurTargetMarketFeedbacksVouchersDecisionMakingAgeQualityPlaceCulturalFactorIncomeLevelCulturePurchasingdecisionMarketDemandConsumerBuyingDecisionProcessSocialClassSearch forinformationEvaluationofalternativesTrust inBrandEntrepreneurshipPromotionBiasRiskTechnologyImpulseBuyingSocialFactorProcessProductsServicesPsychologicalFactorPost-purchaseevaluationInformationSearchInfluencersSubcultureHabitualBuyingBuyerMotivationCompetitionsDifferentiationProfitInvestmentAwarenessStandardizationPriceSensitivityPurchasingBehaviorConsumerInsightBenefitsTangiblePackaging

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