MarketDemandPriceSensitivityProcessVouchersImpulseBuyingAdvertisementSubculturePackagingTrendsConsumerEntrepreneurDifferentiationSocialClassInfluencersCultureFeedbacksPurchasingBehaviorBusinessMarketsPersonalityPersonalValuesIncomeLevelMarketingBuyingDecisionProcessRiskTangibleProfitBuyerBuyerMotivationDecisionMakingHabitualBuyingOccupation& LifestyleBrandAwarenessCompanyCompetitionsTrust inBrandServicesPost-purchaseevaluationEvaluationofalternativesPurchaseFrequencyMarketingEthicsPromotionIntangibleQualityEntrepreneurshipCulturalFactorBusinessBrandEquitySearch forinformationPeerInfluenceConsumerInsightConvenientDiscountsProductsSocialFactorInformationSearchBiasNeedrecognitionTechnologyPlacePricePurchasingdecisionInvestmentBenefitsStandardizationAgeTargetMarketPsychologicalFactorPersonalFactorCustomerLoyaltyAwarenessMarketDemandPriceSensitivityProcessVouchersImpulseBuyingAdvertisementSubculturePackagingTrendsConsumerEntrepreneurDifferentiationSocialClassInfluencersCultureFeedbacksPurchasingBehaviorBusinessMarketsPersonalityPersonalValuesIncomeLevelMarketingBuyingDecisionProcessRiskTangibleProfitBuyerBuyerMotivationDecisionMakingHabitualBuyingOccupation& LifestyleBrandAwarenessCompanyCompetitionsTrust inBrandServicesPost-purchaseevaluationEvaluationofalternativesPurchaseFrequencyMarketingEthicsPromotionIntangibleQualityEntrepreneurshipCulturalFactorBusinessBrandEquitySearch forinformationPeerInfluenceConsumerInsightConvenientDiscountsProductsSocialFactorInformationSearchBiasNeedrecognitionTechnologyPlacePricePurchasingdecisionInvestmentBenefitsStandardizationAgeTargetMarketPsychologicalFactorPersonalFactorCustomerLoyaltyAwareness

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