FlamingReasonsPersuasionAuthorityHeuristicPowerPersonalRequestsLegitimatePowerRewardPowerCoercivePowerReferentPowerPassiveAgressiveBehaviorEvidencePassiveApproachLikabilityAssertive-nessTrustworthi-nessCentralRouteSocialProofHeuristicCredibilityLikingHeuristicPeripheralRouteElaborationLikelihoodModel(ELM)Argument-ativenessClaimsCompetenceConsis-tencyHeuristicExpertPowerScarcityHeuristicVerbalAggressionComplaintReasonsEmotionalAppealsFlamingReasonsPersuasionAuthorityHeuristicPowerPersonalRequestsLegitimatePowerRewardPowerCoercivePowerReferentPowerPassiveAgressiveBehaviorEvidencePassiveApproachLikabilityAssertive-nessTrustworthi-nessCentralRouteSocialProofHeuristicCredibilityLikingHeuristicPeripheralRouteElaborationLikelihoodModel(ELM)Argument-ativenessClaimsCompetenceConsis-tencyHeuristicExpertPowerScarcityHeuristicVerbalAggressionComplaintReasonsEmotionalAppeals

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