By comparing the initial states of the participants with the results from the polygraph test along with the data yield by calculation, it is evident that playing Uno has a significant emotional impact on the
participant, as well as a substantial effect on relationships between the participants. We now assess the results from the survey questions regarding the given sample size.
As was predicted, the game of Uno induced Hyper Emotions in all of the participants, a finding that is consistent with Parr & Best’s research. Figure 2.2 indicates that Uno triggers hatred in the vast majority of the participants. However, according to Equation 2, about 10% of the participants do experience extreme happiness. This is approximately equal to the number of participants who answered 8-10 concerning their magnitude of hatred. This data may correlate to the percentage of winners of the game. Thus, the small percentage of winners generally experience the HE happiness, while the remaining majority of players experience extreme anger, the HE hate.
The survey, though it gave a general idea of emotional trends experienced, may not have been the most accurate. Some participants may have answered survey questions without thoughtful consideration, perhaps due to frustration and early stages of denial that they lost the game. However, if the emotional state (a concentration of HEs) is considered, then emotions felt throughout the game can be quantified. Thus, we also observed non-verbal communication.
Equation #4 is one of our theoretical results which we believe can give us an accurate value for the nonverbal communication during the Uno game. The graph is our analytical results which we have countless trials for regarding these 20 participants. As stated in the previous section, there is a direct and exponential relationship regarding the the amount of time that passes and the amount of force exerted by one’s hand. A stimulus to one’s emotions can also bring out nonverbal actions that may impact a relationship (Robert Parr and Lucius Best). These hidden cameras were set up in a fashion so that we can see what the participants were doing while playing the game of Uno.
Our high-speed cameras detected nonverbal communication and the time it took to strike a card on the table when air resistance was accounted for. Emotional state was at its lowest when the time of the game (t), the number of times the player strikes the table (q) were at a minimum and Ar was at its maximum. Emotional state was at its maximum when variables t and q were at their maximum and Ar w as at its minimum. Therefore, the theoretical and experimental results align in that the relationship between the variables t, q and Ar a ligned well with the nonverbal communication measured in-game. In other words, the emotional state of the players increased overall as the game progressed. This can be further understood by the fMRI scans.
Neural and chemical activities were much more evident after playing a game of Uno. Termed “hot-headed” some players were in an excitable state after the game, while others were short-tempered and irritated. When comparing brain scans of the winner and loser, the winner surprisingly had less neural activity which indicates that the loser experienced a wide variety of emotions while the winner had an overall state of happiness and satisfaction.