ReasonsCentralRouteVerbalAggressionReferentPowerLikabilityExpertPowerArgument-ativenessLegitimatePowerTrustworthi-nessPassiveAgressiveBehaviorElaborationLikelihoodModel(ELM)CompetencePersuasionAssertive-nessPersonalRequestsRewardPowerScarcityHeuristicFlamingReasonsPowerLikingHeuristicEvidenceCoercivePowerPassiveApproachConsis-tencyHeuristicClaimsSocialProofHeuristicCredibilityPeripheralRouteEmotionalAppealsComplaintAuthorityHeuristicReasonsCentralRouteVerbalAggressionReferentPowerLikabilityExpertPowerArgument-ativenessLegitimatePowerTrustworthi-nessPassiveAgressiveBehaviorElaborationLikelihoodModel(ELM)CompetencePersuasionAssertive-nessPersonalRequestsRewardPowerScarcityHeuristicFlamingReasonsPowerLikingHeuristicEvidenceCoercivePowerPassiveApproachConsis-tencyHeuristicClaimsSocialProofHeuristicCredibilityPeripheralRouteEmotionalAppealsComplaintAuthorityHeuristic

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