ClaimsReasonsPersuasionCentralRouteEvidenceScarcityHeuristicAuthorityHeuristicCredibilityCoercivePowerRewardPowerLegitimatePowerSocialProofHeuristicVerbalAggressionReciprocityHeuristicLikingHeuristicConsistencyHeuristicComplaintExpertPowerFlamingReferentPowerTrustworthinessPeripheralRoutePassiveApproachAssertivenessPersonalRequestsElaborationLikelihoodModel(ELM)PassiveAgressiveBehaviorLikabilityArgumentativenessCompetenceEmotionalAppealsPowerReasonsClaimsReasonsPersuasionCentralRouteEvidenceScarcityHeuristicAuthorityHeuristicCredibilityCoercivePowerRewardPowerLegitimatePowerSocialProofHeuristicVerbalAggressionReciprocityHeuristicLikingHeuristicConsistencyHeuristicComplaintExpertPowerFlamingReferentPowerTrustworthinessPeripheralRoutePassiveApproachAssertivenessPersonalRequestsElaborationLikelihoodModel(ELM)PassiveAgressiveBehaviorLikabilityArgumentativenessCompetenceEmotionalAppealsPowerReasons

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