InformationSearchCustomerLoyaltyInfluencersPurchaseFrequencyPlaceBrandAwarenessBuyingDecisionProcessCulturalFactorMarketDemandEntrepreneurshipImpulseBuyingProductsEntrepreneurDecisionMakingSocialClassPeerInfluenceBenefitsProcessBrandEquityPricePersonalValuesSubculturePriceSensitivityCultureAdvertisementTangibleOccupation& LifestyleServicesPurchasingBehaviorPromotionTrendsBuyerMotivationInvestmentNeedrecognitionStandardizationAwarenessSocialFactorRiskProfitConvenientEvaluationofalternativesHabitualBuyingPersonalityPersonalFactorIncomeLevelQualityPsychologicalFactorDiscountsMarketingEthicsTrust inBrandDifferentiationSearch forinformationVouchersConsumerInsightTechnologyBusinessTargetMarketPurchasingdecisionBusinessMarketsBiasIntangibleMarketingCompanyAgeBuyerPost-purchaseevaluationCompetitionsConsumerFeedbacksPackagingInformationSearchCustomerLoyaltyInfluencersPurchaseFrequencyPlaceBrandAwarenessBuyingDecisionProcessCulturalFactorMarketDemandEntrepreneurshipImpulseBuyingProductsEntrepreneurDecisionMakingSocialClassPeerInfluenceBenefitsProcessBrandEquityPricePersonalValuesSubculturePriceSensitivityCultureAdvertisementTangibleOccupation& LifestyleServicesPurchasingBehaviorPromotionTrendsBuyerMotivationInvestmentNeedrecognitionStandardizationAwarenessSocialFactorRiskProfitConvenientEvaluationofalternativesHabitualBuyingPersonalityPersonalFactorIncomeLevelQualityPsychologicalFactorDiscountsMarketingEthicsTrust inBrandDifferentiationSearch forinformationVouchersConsumerInsightTechnologyBusinessTargetMarketPurchasingdecisionBusinessMarketsBiasIntangibleMarketingCompanyAgeBuyerPost-purchaseevaluationCompetitionsConsumerFeedbacksPackaging

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