AwarenessBiasVouchersOccupation& LifestyleTechnologyPersonalValuesFeedbacksEntrepreneurshipAgePackagingProcessProductsBusinessServicesPersonalityInformationSearchPersonalFactorBuyingDecisionProcessPlaceSocialClassNeedrecognitionCultureConvenientEntrepreneurSearch forinformationHabitualBuyingImpulseBuyingSubcultureCulturalFactorPeerInfluenceTargetMarketConsumerInsightCompanyBenefitsBuyerIntangiblePsychologicalFactorDecisionMakingDifferentiationStandardizationBrandAwarenessMarketingAdvertisementInvestmentPriceSensitivityTrust inBrandTangibleInfluencersPurchasingBehaviorProfitPriceIncomeLevelCompetitionsBuyerMotivationBusinessMarketsMarketDemandQualityCustomerLoyaltyPromotionMarketingEthicsPurchaseFrequencyBrandEquitySocialFactorTrendsConsumerDiscountsEvaluationofalternativesRiskPurchasingdecisionPost-purchaseevaluationAwarenessBiasVouchersOccupation& LifestyleTechnologyPersonalValuesFeedbacksEntrepreneurshipAgePackagingProcessProductsBusinessServicesPersonalityInformationSearchPersonalFactorBuyingDecisionProcessPlaceSocialClassNeedrecognitionCultureConvenientEntrepreneurSearch forinformationHabitualBuyingImpulseBuyingSubcultureCulturalFactorPeerInfluenceTargetMarketConsumerInsightCompanyBenefitsBuyerIntangiblePsychologicalFactorDecisionMakingDifferentiationStandardizationBrandAwarenessMarketingAdvertisementInvestmentPriceSensitivityTrust inBrandTangibleInfluencersPurchasingBehaviorProfitPriceIncomeLevelCompetitionsBuyerMotivationBusinessMarketsMarketDemandQualityCustomerLoyaltyPromotionMarketingEthicsPurchaseFrequencyBrandEquitySocialFactorTrendsConsumerDiscountsEvaluationofalternativesRiskPurchasingdecisionPost-purchaseevaluation

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