Trustworthi-nessLikabilityExpertPowerCentralRouteVerbalAggressionReasonsAuthorityHeuristicArgument-ativenessAssertive-nessPersonalRequestsClaimsSocialProofHeuristicReferentPowerEvidenceElaborationLikelihoodModel(ELM)CoercivePowerRewardPowerPeripheralRouteReasonsPersuasionComplaintScarcityHeuristicConsis-tencyHeuristicLegitimatePowerCredibilityCompetenceLikingHeuristicPassiveApproachPassiveAgressiveBehaviorFlamingPowerEmotionalAppealsTrustworthi-nessLikabilityExpertPowerCentralRouteVerbalAggressionReasonsAuthorityHeuristicArgument-ativenessAssertive-nessPersonalRequestsClaimsSocialProofHeuristicReferentPowerEvidenceElaborationLikelihoodModel(ELM)CoercivePowerRewardPowerPeripheralRouteReasonsPersuasionComplaintScarcityHeuristicConsis-tencyHeuristicLegitimatePowerCredibilityCompetenceLikingHeuristicPassiveApproachPassiveAgressiveBehaviorFlamingPowerEmotionalAppeals

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