ImpulseBuyingPost-purchaseevaluationMarketDemandBusinessMarketsProcessPeerInfluencePersonalValuesPromotionSubcultureIncomeLevelPsychologicalFactorPurchasingdecisionRiskDifferentiationSearch forinformationOccupation& LifestylePersonalityPriceSensitivityBusinessCustomerLoyaltyIntangibleEntrepreneurshipQualityTargetMarketPackagingInvestmentPurchasingBehaviorBrandEquityTechnologyConsumerInsightVouchersCulturalFactorAgeInfluencersBrandAwarenessCultureDecisionMakingTrust inBrandProfitServicesBuyerSocialFactorPlaceEntrepreneurCompanyTrendsBuyerMotivationHabitualBuyingPurchaseFrequencyMarketingFeedbacksTangibleInformationSearchNeedrecognitionCompetitionsPriceAwarenessProductsBuyingDecisionProcessStandardizationBenefitsBiasConsumerDiscountsEvaluationofalternativesMarketingEthicsSocialClassConvenientAdvertisementPersonalFactorImpulseBuyingPost-purchaseevaluationMarketDemandBusinessMarketsProcessPeerInfluencePersonalValuesPromotionSubcultureIncomeLevelPsychologicalFactorPurchasingdecisionRiskDifferentiationSearch forinformationOccupation& LifestylePersonalityPriceSensitivityBusinessCustomerLoyaltyIntangibleEntrepreneurshipQualityTargetMarketPackagingInvestmentPurchasingBehaviorBrandEquityTechnologyConsumerInsightVouchersCulturalFactorAgeInfluencersBrandAwarenessCultureDecisionMakingTrust inBrandProfitServicesBuyerSocialFactorPlaceEntrepreneurCompanyTrendsBuyerMotivationHabitualBuyingPurchaseFrequencyMarketingFeedbacksTangibleInformationSearchNeedrecognitionCompetitionsPriceAwarenessProductsBuyingDecisionProcessStandardizationBenefitsBiasConsumerDiscountsEvaluationofalternativesMarketingEthicsSocialClassConvenientAdvertisementPersonalFactor

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