PersonalValuesFeedbacksRiskPersonalityMarketingEntrepreneurshipAgeConsumerInsightNeedrecognitionInformationSearchPurchasingdecisionSocialClassDecisionMakingImpulseBuyingBusinessPersonalFactorProductsVouchersPurchaseFrequencyBusinessMarketsPsychologicalFactorConvenientInfluencersPriceProfitPeerInfluenceStandardizationBuyerDiscountsBuyerMotivationEvaluationofalternativesBrandEquityOccupation& LifestyleCompanyPurchasingBehaviorCompetitionsSubcultureAdvertisementProcessIncomeLevelConsumerBenefitsPost-purchaseevaluationEntrepreneurIntangibleTargetMarketSocialFactorTrust inBrandTechnologyMarketingEthicsBrandAwarenessSearch forinformationTangiblePackagingCulturalFactorInvestmentQualityTrendsPriceSensitivityPlacePromotionCultureCustomerLoyaltyDifferentiationBiasServicesAwarenessMarketDemandHabitualBuyingBuyingDecisionProcessPersonalValuesFeedbacksRiskPersonalityMarketingEntrepreneurshipAgeConsumerInsightNeedrecognitionInformationSearchPurchasingdecisionSocialClassDecisionMakingImpulseBuyingBusinessPersonalFactorProductsVouchersPurchaseFrequencyBusinessMarketsPsychologicalFactorConvenientInfluencersPriceProfitPeerInfluenceStandardizationBuyerDiscountsBuyerMotivationEvaluationofalternativesBrandEquityOccupation& LifestyleCompanyPurchasingBehaviorCompetitionsSubcultureAdvertisementProcessIncomeLevelConsumerBenefitsPost-purchaseevaluationEntrepreneurIntangibleTargetMarketSocialFactorTrust inBrandTechnologyMarketingEthicsBrandAwarenessSearch forinformationTangiblePackagingCulturalFactorInvestmentQualityTrendsPriceSensitivityPlacePromotionCultureCustomerLoyaltyDifferentiationBiasServicesAwarenessMarketDemandHabitualBuyingBuyingDecisionProcess

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