EntrepreneurshipHabitualBuyingTangibleIncomeLevelAwarenessPackagingBrandAwarenessEvaluationofalternativesTargetMarketPersonalValuesSearch forinformationPersonalitySocialClassSubcultureBenefitsNeedrecognitionCulturalFactorSocialFactorEntrepreneurPriceSensitivityInfluencersAgeVouchersInvestmentPurchasingdecisionDiscountsAdvertisementTechnologyDecisionMakingImpulseBuyingBuyerStandardizationQualityConsumerConvenientIntangibleCultureCustomerLoyaltyBrandEquityCompanyPersonalFactorPlacePurchasingBehaviorPsychologicalFactorServicesBusinessMarketsProcessBuyingDecisionProcessTrust inBrandMarketingEthicsTrendsPurchaseFrequencyConsumerInsightPeerInfluenceInformationSearchRiskMarketingMarketDemandBuyerMotivationOccupation& LifestylePost-purchaseevaluationFeedbacksPriceDifferentiationBiasProductsProfitPromotionCompetitionsBusinessEntrepreneurshipHabitualBuyingTangibleIncomeLevelAwarenessPackagingBrandAwarenessEvaluationofalternativesTargetMarketPersonalValuesSearch forinformationPersonalitySocialClassSubcultureBenefitsNeedrecognitionCulturalFactorSocialFactorEntrepreneurPriceSensitivityInfluencersAgeVouchersInvestmentPurchasingdecisionDiscountsAdvertisementTechnologyDecisionMakingImpulseBuyingBuyerStandardizationQualityConsumerConvenientIntangibleCultureCustomerLoyaltyBrandEquityCompanyPersonalFactorPlacePurchasingBehaviorPsychologicalFactorServicesBusinessMarketsProcessBuyingDecisionProcessTrust inBrandMarketingEthicsTrendsPurchaseFrequencyConsumerInsightPeerInfluenceInformationSearchRiskMarketingMarketDemandBuyerMotivationOccupation& LifestylePost-purchaseevaluationFeedbacksPriceDifferentiationBiasProductsProfitPromotionCompetitionsBusiness

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