ReasonsCompetenceFlamingPersonalRequestsPeripheralRoutePassiveApproachLikabilityAuthorityHeuristicVerbalAggressionCoercivePowerEvidenceReferentPowerRewardPowerSocialProofHeuristicClaimsPersuasionArgument-ativenessLegitimatePowerScarcityHeuristicPowerReasonsAssertive-nessTrustworthi-nessConsis-tencyHeuristicComplaintPassiveAgressiveBehaviorEmotionalAppealsLikingHeuristicExpertPowerCentralRouteElaborationLikelihoodModel(ELM)CredibilityReasonsCompetenceFlamingPersonalRequestsPeripheralRoutePassiveApproachLikabilityAuthorityHeuristicVerbalAggressionCoercivePowerEvidenceReferentPowerRewardPowerSocialProofHeuristicClaimsPersuasionArgument-ativenessLegitimatePowerScarcityHeuristicPowerReasonsAssertive-nessTrustworthi-nessConsis-tencyHeuristicComplaintPassiveAgressiveBehaviorEmotionalAppealsLikingHeuristicExpertPowerCentralRouteElaborationLikelihoodModel(ELM)Credibility

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