LikabilityCoercivePowerCredibilityCompetenceLegitimatePowerPassiveApproachCentralRouteReasonsArgumentativenessClaimsFlamingPassiveAgressiveBehaviorAssertivenessAuthorityHeuristicScarcityHeuristicEmotionalAppealsTrustworthinessLikingHeuristicVerbalAggressionReciprocityHeuristicConsistencyHeuristicSocialProofHeuristicReferentPowerExpertPowerPeripheralRouteRewardPowerElaborationLikelihoodModel(ELM)PersonalRequestsEvidenceReasonsPersuasionPowerComplaintLikabilityCoercivePowerCredibilityCompetenceLegitimatePowerPassiveApproachCentralRouteReasonsArgumentativenessClaimsFlamingPassiveAgressiveBehaviorAssertivenessAuthorityHeuristicScarcityHeuristicEmotionalAppealsTrustworthinessLikingHeuristicVerbalAggressionReciprocityHeuristicConsistencyHeuristicSocialProofHeuristicReferentPowerExpertPowerPeripheralRouteRewardPowerElaborationLikelihoodModel(ELM)PersonalRequestsEvidenceReasonsPersuasionPowerComplaint

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