EmotionalAppealsEvidenceSocialProofHeuristicAssertive-nessExpertPowerRewardPowerScarcityHeuristicCredibilityReasonsAuthorityHeuristicCoercivePowerReasonsArgument-ativenessPowerPeripheralRoutePersuasionLegitimatePowerLikabilityFlamingComplaintVerbalAggressionReferentPowerTrustworthi-nessLikingHeuristicCompetencePersonalRequestsConsis-tencyHeuristicElaborationLikelihoodModel(ELM)PassiveAgressiveBehaviorCentralRouteClaimsPassiveApproachEmotionalAppealsEvidenceSocialProofHeuristicAssertive-nessExpertPowerRewardPowerScarcityHeuristicCredibilityReasonsAuthorityHeuristicCoercivePowerReasonsArgument-ativenessPowerPeripheralRoutePersuasionLegitimatePowerLikabilityFlamingComplaintVerbalAggressionReferentPowerTrustworthi-nessLikingHeuristicCompetencePersonalRequestsConsis-tencyHeuristicElaborationLikelihoodModel(ELM)PassiveAgressiveBehaviorCentralRouteClaimsPassiveApproach

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