InfluencersPurchasingBehaviorPurchaseFrequencyTechnologyCompetitionsNeedrecognitionConsumerBiasPersonalityEntrepreneurBenefitsPriceSensitivityImpulseBuyingPromotionIncomeLevelCultureInformationSearchQualityHabitualBuyingBuyerMotivationEntrepreneurshipBrandAwarenessBuyerBusinessMarketingOccupation& LifestylePsychologicalFactorSocialFactorCompanyProductsPlaceDecisionMakingStandardizationSubculturePackagingIntangibleAwarenessPost-purchaseevaluationPersonalFactorProfitCustomerLoyaltySocialClassPersonalValuesPriceRiskSearch forinformationTrust inBrandBrandEquityConsumerInsightTargetMarketInvestmentEvaluationofalternativesConvenientBusinessMarketsVouchersAdvertisementDiscountsDifferentiationBuyingDecisionProcessMarketDemandServicesCulturalFactorTrendsPurchasingdecisionAgePeerInfluenceTangibleMarketingEthicsFeedbacksProcessInfluencersPurchasingBehaviorPurchaseFrequencyTechnologyCompetitionsNeedrecognitionConsumerBiasPersonalityEntrepreneurBenefitsPriceSensitivityImpulseBuyingPromotionIncomeLevelCultureInformationSearchQualityHabitualBuyingBuyerMotivationEntrepreneurshipBrandAwarenessBuyerBusinessMarketingOccupation& LifestylePsychologicalFactorSocialFactorCompanyProductsPlaceDecisionMakingStandardizationSubculturePackagingIntangibleAwarenessPost-purchaseevaluationPersonalFactorProfitCustomerLoyaltySocialClassPersonalValuesPriceRiskSearch forinformationTrust inBrandBrandEquityConsumerInsightTargetMarketInvestmentEvaluationofalternativesConvenientBusinessMarketsVouchersAdvertisementDiscountsDifferentiationBuyingDecisionProcessMarketDemandServicesCulturalFactorTrendsPurchasingdecisionAgePeerInfluenceTangibleMarketingEthicsFeedbacksProcess

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.


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
  1. Influencers
  2. Purchasing Behavior
  3. Purchase Frequency
  4. Technology
  5. Competitions
  6. Need recognition
  7. Consumer
  8. Bias
  9. Personality
  10. Entrepreneur
  11. Benefits
  12. Price Sensitivity
  13. Impulse Buying
  14. Promotion
  15. Income Level
  16. Culture
  17. Information Search
  18. Quality
  19. Habitual Buying
  20. Buyer Motivation
  21. Entrepreneurship
  22. Brand Awareness
  23. Buyer
  24. Business
  25. Marketing
  26. Occupation & Lifestyle
  27. Psychological Factor
  28. Social Factor
  29. Company
  30. Products
  31. Place
  32. Decision Making
  33. Standardization
  34. Subculture
  35. Packaging
  36. Intangible
  37. Awareness
  38. Post-purchase evaluation
  39. Personal Factor
  40. Profit
  41. Customer Loyalty
  42. Social Class
  43. Personal Values
  44. Price
  45. Risk
  46. Search for information
  47. Trust in Brand
  48. Brand Equity
  49. Consumer Insight
  50. Target Market
  51. Investment
  52. Evaluation of alternatives
  53. Convenient
  54. Business Markets
  55. Vouchers
  56. Advertisement
  57. Discounts
  58. Differentiation
  59. Buying Decision Process
  60. Market Demand
  61. Services
  62. Cultural Factor
  63. Trends
  64. Purchasing decision
  65. Age
  66. Peer Influence
  67. Tangible
  68. Marketing Ethics
  69. Feedbacks
  70. Process