IncomeLevelCustomerLoyaltyDecisionMakingFeedbacksEntrepreneurCultureBuyerTrendsTangibleNeedrecognitionPackagingInfluencersPersonalityPsychologicalFactorAwarenessImpulseBuyingCulturalFactorHabitualBuyingEntrepreneurshipAdvertisementBrandEquityAgePriceSensitivityMarketDemandIntangibleBenefitsPeerInfluenceTargetMarketPriceConsumerSocialFactorInformationSearchPost-purchaseevaluationBuyerMotivationPromotionDifferentiationServicesPurchaseFrequencyPlaceQualitySocialClassStandardizationSubcultureBusinessMarketsPersonalValuesOccupation& LifestyleInvestmentRiskMarketingEthicsProcessEvaluationofalternativesBrandAwarenessMarketingPurchasingdecisionConvenientProfitBusinessConsumerInsightPersonalFactorCompanyCompetitionsBiasProductsTrust inBrandPurchasingBehaviorTechnologyVouchersDiscountsSearch forinformationBuyingDecisionProcessIncomeLevelCustomerLoyaltyDecisionMakingFeedbacksEntrepreneurCultureBuyerTrendsTangibleNeedrecognitionPackagingInfluencersPersonalityPsychologicalFactorAwarenessImpulseBuyingCulturalFactorHabitualBuyingEntrepreneurshipAdvertisementBrandEquityAgePriceSensitivityMarketDemandIntangibleBenefitsPeerInfluenceTargetMarketPriceConsumerSocialFactorInformationSearchPost-purchaseevaluationBuyerMotivationPromotionDifferentiationServicesPurchaseFrequencyPlaceQualitySocialClassStandardizationSubcultureBusinessMarketsPersonalValuesOccupation& LifestyleInvestmentRiskMarketingEthicsProcessEvaluationofalternativesBrandAwarenessMarketingPurchasingdecisionConvenientProfitBusinessConsumerInsightPersonalFactorCompanyCompetitionsBiasProductsTrust inBrandPurchasingBehaviorTechnologyVouchersDiscountsSearch forinformationBuyingDecisionProcess

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