EvidenceLikabilityCoercivePowerPassiveAgressiveBehaviorComplaintAuthorityHeuristicElaborationLikelihoodModel(ELM)ReciprocityHeuristicConsistencyHeuristicSocialProofHeuristicPersonalRequestsEmotionalAppealsFlamingRewardPowerReasonsScarcityHeuristicVerbalAggressionTrustworthinessCredibilityAssertivenessCompetencePowerLegitimatePowerArgumentativenessPersuasionLikingHeuristicPassiveApproachPeripheralRouteReferentPowerReasonsCentralRouteExpertPowerClaimsEvidenceLikabilityCoercivePowerPassiveAgressiveBehaviorComplaintAuthorityHeuristicElaborationLikelihoodModel(ELM)ReciprocityHeuristicConsistencyHeuristicSocialProofHeuristicPersonalRequestsEmotionalAppealsFlamingRewardPowerReasonsScarcityHeuristicVerbalAggressionTrustworthinessCredibilityAssertivenessCompetencePowerLegitimatePowerArgumentativenessPersuasionLikingHeuristicPassiveApproachPeripheralRouteReferentPowerReasonsCentralRouteExpertPowerClaims

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