BuyerSocialFactorInvestmentHabitualBuyingPost-purchaseevaluationInformationSearchBrandAwarenessPeerInfluenceBuyingDecisionProcessBenefitsTechnologyIntangibleEntrepreneurshipQualityBusinessProductsTangibleSocialClassTrendsNeedrecognitionTrust inBrandAwarenessConsumerConvenientPurchasingdecisionCompetitionsVouchersRiskIncomeLevelStandardizationMarketingEthicsCultureInfluencersBiasPersonalValuesPersonalFactorCompanyOccupation& LifestyleMarketingSubculturePriceConsumerInsightPriceSensitivityCustomerLoyaltyEntrepreneurDifferentiationServicesBrandEquityDecisionMakingAgePersonalityBuyerMotivationPurchaseFrequencyPlaceMarketDemandFeedbacksProcessPurchasingBehaviorPackagingProfitPsychologicalFactorDiscountsPromotionTargetMarketCulturalFactorImpulseBuyingBusinessMarketsAdvertisementEvaluationofalternativesSearch forinformationBuyerSocialFactorInvestmentHabitualBuyingPost-purchaseevaluationInformationSearchBrandAwarenessPeerInfluenceBuyingDecisionProcessBenefitsTechnologyIntangibleEntrepreneurshipQualityBusinessProductsTangibleSocialClassTrendsNeedrecognitionTrust inBrandAwarenessConsumerConvenientPurchasingdecisionCompetitionsVouchersRiskIncomeLevelStandardizationMarketingEthicsCultureInfluencersBiasPersonalValuesPersonalFactorCompanyOccupation& LifestyleMarketingSubculturePriceConsumerInsightPriceSensitivityCustomerLoyaltyEntrepreneurDifferentiationServicesBrandEquityDecisionMakingAgePersonalityBuyerMotivationPurchaseFrequencyPlaceMarketDemandFeedbacksProcessPurchasingBehaviorPackagingProfitPsychologicalFactorDiscountsPromotionTargetMarketCulturalFactorImpulseBuyingBusinessMarketsAdvertisementEvaluationofalternativesSearch forinformation

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