LikabilityPassiveAgressiveBehaviorEvidenceEmotionalAppealsCoercivePowerCentralRouteVerbalAggressionPeripheralRouteClaimsRewardPowerAssertive-nessExpertPowerPowerCredibilityComplaintPersuasionReasonsPassiveApproachCompetenceFlamingConsis-tencyHeuristicScarcityHeuristicElaborationLikelihoodModel(ELM)SocialProofHeuristicReferentPowerPersonalRequestsLikingHeuristicArgument-ativenessTrustworthi-nessAuthorityHeuristicReasonsLegitimatePowerLikabilityPassiveAgressiveBehaviorEvidenceEmotionalAppealsCoercivePowerCentralRouteVerbalAggressionPeripheralRouteClaimsRewardPowerAssertive-nessExpertPowerPowerCredibilityComplaintPersuasionReasonsPassiveApproachCompetenceFlamingConsis-tencyHeuristicScarcityHeuristicElaborationLikelihoodModel(ELM)SocialProofHeuristicReferentPowerPersonalRequestsLikingHeuristicArgument-ativenessTrustworthi-nessAuthorityHeuristicReasonsLegitimatePower

Chapter 11: Using Interpersonal Influence - 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. Likability
  2. Passive Agressive Behavior
  3. Evidence
  4. Emotional Appeals
  5. Coercive Power
  6. Central Route
  7. Verbal Aggression
  8. Peripheral Route
  9. Claims
  10. Reward Power
  11. Assertive-ness
  12. Expert Power
  13. Power
  14. Credibility
  15. Complaint
  16. Persuasion
  17. Reasons
  18. Passive Approach
  19. Competence
  20. Flaming
  21. Consis-tency Heuristic
  22. Scarcity Heuristic
  23. Elaboration Likelihood Model (ELM)
  24. Social Proof Heuristic
  25. Referent Power
  26. Personal Requests
  27. Liking Heuristic
  28. Argument-ativeness
  29. Trustworthi-ness
  30. Authority Heuristic
  31. Reasons
  32. Legitimate Power