Skip to content

Featured Alumni: Malini Adkins

This article is part of a series featuring recent alumni and their exit essay interviews upon program completion. Malini Adkins earned the Master of Cinematic Arts with an emphasis in Media Arts, Games & Health.

Describe your background and how it led you to the MA program?

I entered undergrad with a deep interest in human behavior. I thought I might become a psychiatrist or something, but I eventually discovered that I enjoyed studying the complexities of various topics and how we leverage technology to support our engagement with learning and entertainment. This is how I found my way to user experience, mixed methods research, media studies, journalism, and social science. I loved undertaking these hands-on experiences, but I didn’t really know how they would eventually formulate into a career.

Eventually, since I also had a strong passion for gaming, I decided that game user research would be the path I would take. I knew that meant getting a master's degree at some point, so once I graduated and started working full-time, the hunt began. Coming from a liberal arts background, I wanted a program that would allow me to work on real projects while fostering the interdisciplinary environment I’ve always felt comfortable in – I love how this type of setting challenges my mind and forces me to see things from other people’s perspectives. This eventually led me to discover the MA program and Marientina Gotsis. After reading about the Creative Media & Behavioral Health Center and her background, I decided to reach out and see if I could speak with her to learn more about the program. By the time our meeting ended, I knew that this was the one I would pursue. I applied to other graduate programs, but I was really holding out for this opportunity.

Which resources did you use most at USC, CMBHC and Cinematic Arts to achieve your goals?

During my first semester, I joined an Advanced Games Project (AGP) called Lake Minnewaska as a Usability Lead, which allowed me to apply what I had learned from academic research to a more tangible, player-focused project. This position provided me with a front-row seat to the RITE (Rapid Iterative Testing and Evaluation) method and gave me a deeper understanding of how to effectively communicate data and research to team members and faculty. The routine of delivering results and engaging in cross-disciplinary communication helped me grasp the essence of leading a team, regardless of its size. After the completion of the game, I left the experience feeling significantly more confident in my decision-making abilities and in initiating important conversations.

Following this, I contributed to the editing and initial research for the Fall 2023 CDC seminar, focusing on what public health can learn from games and TV shows like The Last of Us. I also explored a potential collaboration with Children's Hospital Los Angeles. Through this work, I discovered my enjoyment of compiling literature reviews and drafting research plans. When the project on VR Memorials emerged, I recognized it as an opportunity to engage from the very start and see the entire execution process through to completion.

Finally, to enhance my journalism and writing skills, I worked as a Narrative Designer/Writer on two thesis games and as a journalist for Annenberg Media. This experience allowed me to flex my creativity and technical skills while working on public-facing projects.

What accomplishments are you most proud of during your studies?

I’m proud of the written content I’ve created by taking on a more significant leadership role in “VR Memorials.” This initiative has helped me understand what it means for a group to succeed, which involves recognizing the strengths and weaknesses of each team member and guiding them in their roles. I've come to realize that there are multiple ways to interact with patients that allow me to utilize my strengths as a writer. The letters we create can be preserved as legacy artifacts for patients, and our online content will highlight our lab's work and the critical connection between palliative care and the use of immersive media in the arts.

Additionally, I am proud to have enhanced usability initiatives within USC Games, both as a lead through AGP and as the Usability Lab Manager for the Game Innovation Lab. It has been rewarding to improve outreach efforts and mentor junior students interested in learning more about this testing method. I’ve been able to share a lot of the knowledge I’ve gained through my education and teaching experience.

Which classes and experiences were most helpful to your growth and education?

AGP was instrumental in providing me with the exposure I needed to better understand what a game user researcher does, moving beyond just theoretical concepts. Courses CTIN 503 and 510 allowed me to explore research topics I was genuinely passionate about, and they guided me on how to carry out my research projects from beginning to end. I also learned how to create graphs using NVivo and how to perform scoping reviews.

Additionally, IML 575 introduced me to the World Building Media Lab, where I contributed to the Junk Consortium project. In this environment, I collaborated with interdisciplinary students to create immersive worlds for storytelling and narrative design across multiple platforms.

How did you use your directed research time? What should students expect from this experience?

I primarily spent the first year of my directed research time contributing to Broadening Circles, a card game centered on patient-focused research, while also prototyping and pitching my immersive media concept for PlayPen XR. By the time I entered my second year, I had already taken on writing and producing roles for VR Memorials.

This experience also made me comfortable discussing certain healthcare-related topics, particularly when it comes to interviewing. I set a personal goal to improve my skills as a communicator and collaborator, especially in areas that are uncharted territory for me. 

Summarize your integrative project.

For my integrative project, I produced two research articles on VR Memorials, impact reports on Broadening Circles and The Brain Architecture Game, and an article on the Creative Media & Behavioral Health Center. My goal with this project was to demonstrate my ability to translate these complex topics from the CMBHC into engaging content that will enhance the lab’s visibility.

As someone aiming for a career in writing and design research, these pieces will showcase my skills in executing a variety of editorial assignments and my capacity to strategize and shape methodologies.

Where do you wish to be in 1, 3, 5 and 10 years?

1 year: Continue thriving in an interdisciplinary team at a mission-focused organization that promotes inquiry-based learning. I want to keep delivering written and research content that makes a meaningful impact.

3 years: Become a leader who has cultivated and carefully selected their teammates, guiding them to success. I aspire to initiate dialogue and foster innovative change in the realms of technology, science, and/or storytelling.

5 years: Establish a reputation as a reliable, communicative, creative, and innovative individual who can extend a helping hand and consult on various projects. I would also like to have a book written and published by this stage in my career.

10 years: Build or help foster a community that serves as a hub for design thinking, creativity, and narratives. Offer support for those who wish to help others but are unsure how to proceed. Also, if I haven't published that book, I'd like to have that done!

What do you think is the biggest challenge in interdisciplinary work?

The biggest challenge I see is unifying diverse ideas into something tangible and practical. Interdisciplinary teams are fantastic for exposing us to various perspectives, which is where the most creative and innovative ideas can emerge. However, I've learned that the sheer volume of ideas generated can make it difficult to consolidate them into one cohesive concept that can be executed. Having someone act as a "bridge" or translator for these ideas can help overcome this challenge.

What does participatory research mean to you?

People who can offer their expertise to a project as early as possible can help build a much more solid framework. I also think it can foster a much stronger collaboration and the inclusivity of diverse perspectives.

What recommendations do you have to other students in your program for them to be successful?

Everyone brings unique skills and perspectives to the table, especially if you take the initiative and maintain a proactive approach. Sometimes you take a swing and miss, but you should never doubt that you have something valuable to offer because you always do. If you have a thirst for learning and a curiosity-driven attitude, you will find a meaningful way to engage your interests.