CredibilityEmotionalAppealsEvidenceAssertive-nessPersuasionPassiveAgressiveBehaviorPassiveApproachRewardPowerExpertPowerScarcityHeuristicLikabilityReasonsPeripheralRouteComplaintAuthorityHeuristicCoercivePowerConsis-tencyHeuristicElaborationLikelihoodModel(ELM)Trustworthi-nessArgument-ativenessPowerPersonalRequestsReasonsVerbalAggressionLikingHeuristicCompetenceSocialProofHeuristicLegitimatePowerCentralRouteReferentPowerClaimsFlamingCredibilityEmotionalAppealsEvidenceAssertive-nessPersuasionPassiveAgressiveBehaviorPassiveApproachRewardPowerExpertPowerScarcityHeuristicLikabilityReasonsPeripheralRouteComplaintAuthorityHeuristicCoercivePowerConsis-tencyHeuristicElaborationLikelihoodModel(ELM)Trustworthi-nessArgument-ativenessPowerPersonalRequestsReasonsVerbalAggressionLikingHeuristicCompetenceSocialProofHeuristicLegitimatePowerCentralRouteReferentPowerClaimsFlaming

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