PeerInfluenceRiskServicesIncomeLevelAdvertisementHabitualBuyingTangibleCompetitionsBrandEquityDecisionMakingTrust inBrandStandardizationInfluencersMarketDemandBenefitsBuyingDecisionProcessMarketingEthicsProcessOccupation& LifestyleFeedbacksDiscountsBrandAwarenessInformationSearchConsumerTargetMarketDifferentiationBuyerSocialFactorCulturalFactorTechnologyCulturePurchasingBehaviorCompanyEvaluationofalternativesBusinessMarketsConsumerInsightTrendsIntangibleEntrepreneurPlaceBusinessBuyerMotivationPriceSensitivityProfitPurchaseFrequencyConvenientBiasSearch forinformationVouchersPersonalFactorPost-purchaseevaluationPromotionSocialClassPersonalValuesImpulseBuyingSubcultureEntrepreneurshipMarketingPersonalityQualityCustomerLoyaltyProductsAgeNeedrecognitionAwarenessPriceInvestmentPurchasingdecisionPackagingPsychologicalFactorPeerInfluenceRiskServicesIncomeLevelAdvertisementHabitualBuyingTangibleCompetitionsBrandEquityDecisionMakingTrust inBrandStandardizationInfluencersMarketDemandBenefitsBuyingDecisionProcessMarketingEthicsProcessOccupation& LifestyleFeedbacksDiscountsBrandAwarenessInformationSearchConsumerTargetMarketDifferentiationBuyerSocialFactorCulturalFactorTechnologyCulturePurchasingBehaviorCompanyEvaluationofalternativesBusinessMarketsConsumerInsightTrendsIntangibleEntrepreneurPlaceBusinessBuyerMotivationPriceSensitivityProfitPurchaseFrequencyConvenientBiasSearch forinformationVouchersPersonalFactorPost-purchaseevaluationPromotionSocialClassPersonalValuesImpulseBuyingSubcultureEntrepreneurshipMarketingPersonalityQualityCustomerLoyaltyProductsAgeNeedrecognitionAwarenessPriceInvestmentPurchasingdecisionPackagingPsychologicalFactor

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