BusinessPurchaseFrequencyMarketingEthicsAgeVouchersServicesNeedrecognitionTargetMarketBuyingDecisionProcessPost-purchaseevaluationTechnologyConvenientDifferentiationRiskEvaluationofalternativesInvestmentIntangibleBiasBuyerTrendsProfitPriceSensitivityAdvertisementProductsCompetitionsEntrepreneurOccupation& LifestyleTangibleCompanyInfluencersPriceBuyerMotivationPlacePromotionCultureCustomerLoyaltyPersonalityPeerInfluenceDecisionMakingPurchasingdecisionIncomeLevelMarketingConsumerInsightDiscountsTrust inBrandSocialFactorHabitualBuyingConsumerBusinessMarketsPersonalValuesSocialClassStandardizationPurchasingBehaviorPsychologicalFactorQualityImpulseBuyingAwarenessMarketDemandSubcultureBenefitsBrandAwarenessPackagingCulturalFactorPersonalFactorInformationSearchSearch forinformationEntrepreneurshipProcessBrandEquityFeedbacksBusinessPurchaseFrequencyMarketingEthicsAgeVouchersServicesNeedrecognitionTargetMarketBuyingDecisionProcessPost-purchaseevaluationTechnologyConvenientDifferentiationRiskEvaluationofalternativesInvestmentIntangibleBiasBuyerTrendsProfitPriceSensitivityAdvertisementProductsCompetitionsEntrepreneurOccupation& LifestyleTangibleCompanyInfluencersPriceBuyerMotivationPlacePromotionCultureCustomerLoyaltyPersonalityPeerInfluenceDecisionMakingPurchasingdecisionIncomeLevelMarketingConsumerInsightDiscountsTrust inBrandSocialFactorHabitualBuyingConsumerBusinessMarketsPersonalValuesSocialClassStandardizationPurchasingBehaviorPsychologicalFactorQualityImpulseBuyingAwarenessMarketDemandSubcultureBenefitsBrandAwarenessPackagingCulturalFactorPersonalFactorInformationSearchSearch forinformationEntrepreneurshipProcessBrandEquityFeedbacks

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