ConsumerTrendsBusinessBusinessMarketsVouchersTechnologyPromotionTargetMarketInformationSearchSearch forinformationImpulseBuyingSocialClassBiasAwarenessConsumerInsightDiscountsIncomeLevelInfluencersEntrepreneurCultureTrust inBrandPurchasingBehaviorDifferentiationPurchasingdecisionFeedbacksPersonalValuesConvenientOccupation& LifestyleQualityProductsPriceHabitualBuyingBuyerMotivationPersonalFactorTangibleBrandEquityPersonalityRiskInvestmentPeerInfluenceProfitBuyerCustomerLoyaltyServicesPackagingCompanyAdvertisementPriceSensitivityMarketingEthicsProcessSubcultureDecisionMakingPost-purchaseevaluationMarketingNeedrecognitionCulturalFactorEntrepreneurshipStandardizationBrandAwarenessIntangiblePlaceAgePsychologicalFactorCompetitionsPurchaseFrequencyBuyingDecisionProcessEvaluationofalternativesBenefitsSocialFactorMarketDemandConsumerTrendsBusinessBusinessMarketsVouchersTechnologyPromotionTargetMarketInformationSearchSearch forinformationImpulseBuyingSocialClassBiasAwarenessConsumerInsightDiscountsIncomeLevelInfluencersEntrepreneurCultureTrust inBrandPurchasingBehaviorDifferentiationPurchasingdecisionFeedbacksPersonalValuesConvenientOccupation& LifestyleQualityProductsPriceHabitualBuyingBuyerMotivationPersonalFactorTangibleBrandEquityPersonalityRiskInvestmentPeerInfluenceProfitBuyerCustomerLoyaltyServicesPackagingCompanyAdvertisementPriceSensitivityMarketingEthicsProcessSubcultureDecisionMakingPost-purchaseevaluationMarketingNeedrecognitionCulturalFactorEntrepreneurshipStandardizationBrandAwarenessIntangiblePlaceAgePsychologicalFactorCompetitionsPurchaseFrequencyBuyingDecisionProcessEvaluationofalternativesBenefitsSocialFactorMarketDemand

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