EntrepreneurshipBusinessPlaceSocialClassDifferentiationDiscountsPersonalFactorSubcultureAgeEntrepreneurConsumerNeedrecognitionBuyerPost-purchaseevaluationCultureTrust inBrandBuyerMotivationInfluencersImpulseBuyingBenefitsRiskMarketingCulturalFactorPromotionFeedbacksPackagingInvestmentBrandEquityMarketingEthicsInformationSearchVouchersServicesCustomerLoyaltyPersonalityBrandAwarenessPurchaseFrequencyHabitualBuyingMarketDemandProcessConvenientBiasDecisionMakingOccupation& LifestyleSearch forinformationTrendsCompanyProfitConsumerInsightStandardizationSocialFactorAdvertisementPsychologicalFactorPersonalValuesPurchasingdecisionProductsBuyingDecisionProcessTargetMarketPeerInfluenceQualityPriceSensitivityAwarenessPurchasingBehaviorEvaluationofalternativesPriceCompetitionsIncomeLevelBusinessMarketsIntangibleTechnologyTangibleEntrepreneurshipBusinessPlaceSocialClassDifferentiationDiscountsPersonalFactorSubcultureAgeEntrepreneurConsumerNeedrecognitionBuyerPost-purchaseevaluationCultureTrust inBrandBuyerMotivationInfluencersImpulseBuyingBenefitsRiskMarketingCulturalFactorPromotionFeedbacksPackagingInvestmentBrandEquityMarketingEthicsInformationSearchVouchersServicesCustomerLoyaltyPersonalityBrandAwarenessPurchaseFrequencyHabitualBuyingMarketDemandProcessConvenientBiasDecisionMakingOccupation& LifestyleSearch forinformationTrendsCompanyProfitConsumerInsightStandardizationSocialFactorAdvertisementPsychologicalFactorPersonalValuesPurchasingdecisionProductsBuyingDecisionProcessTargetMarketPeerInfluenceQualityPriceSensitivityAwarenessPurchasingBehaviorEvaluationofalternativesPriceCompetitionsIncomeLevelBusinessMarketsIntangibleTechnologyTangible

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