PromotionBuyerServicesStandardizationSearch forinformationVouchersHabitualBuyingPurchasingdecisionEntrepreneurSocialClassTrendsConvenientIntangibleCulturePurchasingBehaviorBiasPersonalityBuyingDecisionProcessFeedbacksPsychologicalFactorMarketDemandCulturalFactorQualityTrust inBrandOccupation& LifestyleNeedrecognitionBenefitsBusinessPriceCustomerLoyaltyProfitPriceSensitivityPersonalValuesTechnologyBusinessMarketsInformationSearchCompetitionsEntrepreneurshipAwarenessInfluencersSubcultureDiscountsDifferentiationCompanyMarketingEthicsImpulseBuyingPlaceBrandAwarenessBuyerMotivationTargetMarketPeerInfluenceAgePost-purchaseevaluationConsumerInsightIncomeLevelPurchaseFrequencyRiskPackagingMarketingSocialFactorBrandEquityAdvertisementConsumerProcessPersonalFactorDecisionMakingInvestmentProductsEvaluationofalternativesTangiblePromotionBuyerServicesStandardizationSearch forinformationVouchersHabitualBuyingPurchasingdecisionEntrepreneurSocialClassTrendsConvenientIntangibleCulturePurchasingBehaviorBiasPersonalityBuyingDecisionProcessFeedbacksPsychologicalFactorMarketDemandCulturalFactorQualityTrust inBrandOccupation& LifestyleNeedrecognitionBenefitsBusinessPriceCustomerLoyaltyProfitPriceSensitivityPersonalValuesTechnologyBusinessMarketsInformationSearchCompetitionsEntrepreneurshipAwarenessInfluencersSubcultureDiscountsDifferentiationCompanyMarketingEthicsImpulseBuyingPlaceBrandAwarenessBuyerMotivationTargetMarketPeerInfluenceAgePost-purchaseevaluationConsumerInsightIncomeLevelPurchaseFrequencyRiskPackagingMarketingSocialFactorBrandEquityAdvertisementConsumerProcessPersonalFactorDecisionMakingInvestmentProductsEvaluationofalternativesTangible

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