RiskTrust inBrandIncomeLevelInvestmentFeedbacksPeerInfluenceMarketingEthicsBrandAwarenessEntrepreneurBenefitsBuyerServicesBusinessMarketsBuyingDecisionProcessCultureAdvertisementIntangibleCompanySubcultureStandardizationDecisionMakingNeedrecognitionEntrepreneurshipPricePlaceAgePurchaseFrequencyInfluencersPromotionBuyerMotivationInformationSearchPackagingSocialFactorTangiblePersonalValuesTrendsSearch forinformationPersonalFactorPersonalityConvenientCompetitionsSocialClassPriceSensitivityPsychologicalFactorConsumerVouchersProfitProcessCulturalFactorOccupation& LifestyleHabitualBuyingPurchasingdecisionMarketingBiasImpulseBuyingEvaluationofalternativesTargetMarketMarketDemandDiscountsAwarenessDifferentiationPurchasingBehaviorQualityBusinessBrandEquityProductsPost-purchaseevaluationTechnologyConsumerInsightCustomerLoyaltyRiskTrust inBrandIncomeLevelInvestmentFeedbacksPeerInfluenceMarketingEthicsBrandAwarenessEntrepreneurBenefitsBuyerServicesBusinessMarketsBuyingDecisionProcessCultureAdvertisementIntangibleCompanySubcultureStandardizationDecisionMakingNeedrecognitionEntrepreneurshipPricePlaceAgePurchaseFrequencyInfluencersPromotionBuyerMotivationInformationSearchPackagingSocialFactorTangiblePersonalValuesTrendsSearch forinformationPersonalFactorPersonalityConvenientCompetitionsSocialClassPriceSensitivityPsychologicalFactorConsumerVouchersProfitProcessCulturalFactorOccupation& LifestyleHabitualBuyingPurchasingdecisionMarketingBiasImpulseBuyingEvaluationofalternativesTargetMarketMarketDemandDiscountsAwarenessDifferentiationPurchasingBehaviorQualityBusinessBrandEquityProductsPost-purchaseevaluationTechnologyConsumerInsightCustomerLoyalty

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