ClaimsRewardPowerPeripheralRouteFlamingPassiveAgressiveBehaviorTrustworthi-nessPersonalRequestsReasonsComplaintScarcityHeuristicArgument-ativenessLikabilityLegitimatePowerSocialProofHeuristicCentralRouteExpertPowerReferentPowerLikingHeuristicCoercivePowerAuthorityHeuristicAssertive-nessEmotionalAppealsEvidencePassiveApproachCredibilityConsis-tencyHeuristicElaborationLikelihoodModel(ELM)VerbalAggressionPowerReasonsPersuasionCompetenceClaimsRewardPowerPeripheralRouteFlamingPassiveAgressiveBehaviorTrustworthi-nessPersonalRequestsReasonsComplaintScarcityHeuristicArgument-ativenessLikabilityLegitimatePowerSocialProofHeuristicCentralRouteExpertPowerReferentPowerLikingHeuristicCoercivePowerAuthorityHeuristicAssertive-nessEmotionalAppealsEvidencePassiveApproachCredibilityConsis-tencyHeuristicElaborationLikelihoodModel(ELM)VerbalAggressionPowerReasonsPersuasionCompetence

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