
Healing Spaces
Healing Spaces is a smart platform that allows caregivers to transform spaces through light, color, sounds, and visuals, turning any environment into a place where older adults living with dementia can focus, engage and relax.

Inner Activity
Inner Activity is a series of immersive, multi-sensory virtual reality experiences.

The Being Academy
The Being Academy is a digital gymnasium for mental clarity, spiritual growth, and practical exercises to help believers live the very good life God created us for.

Tracking Ida
Tracking Ida is an educational alternate reality game about Ida B. Wells.

The Voice in the Garden
The Voice in the Garden is a narrative-based game using player's voice as the main input.

Octobo
Octobo is an educational multi-sensory smart plush robot that enables development in an interactive environment.

Palimpsest
The Palimpsest Program was a high school program designed to signal belonging to all women of color and nonbinary individuals to study computer science in college.

Nevermind
Nevermind is a biofeedback-enhanced adventure thriller game that takes you into the dark and twisted world of the subconscious.

Blowing Blues
Blowing Blues is a breath-controlled artistically crafted interactive application that explores improving player's resilience in the face of life's stresses and worries.

Adventurous Dreaming High Flying Dragon
Adventurous Dreaming High Flying Dragon is a Kinect-based set of mini games for kids with ADHD between ages 6-8.

Pluff
Pluff is a plush sensor-filled toy that emotes through his own avatar to help teach social skills and empathy to children or provide companionship.

Ready Teddy
Ready Teddy is a VR tool that prepares kids for an MRI.

Project Shelldon
Shelldon provides an easily accessible, child-friendly tool for parents to quantitatively assess the child's development.

Ama's Momento
‘Ama’s Momento’ is a mixed reality museum dedicated to Awu Chen's grandmother who dreams of building an art museum to preserve Taiwanese culture.

Soundtoy
Soundtoy is a multi-sensory training game designed to assist hard of hearing children in their journey to the auditory rehabilitation.

Soulfarer
Soulfarer is a mixed reality game that innovates on the way shoulder pain rehabilitation is conducted for manual wheelchair users.

Social Clues
Social Clues is a puzzle-adventure game for children with autism and developmental disabilities that teaches pragmatics and social skills.

Trainer
Trainer is a game inspired by Pokémon (Gameboy, Nintendo), Trainer gives Players the responsibility of caring for creatures who all have dietary and fitness needs.
MA in Cinematic Arts with emphasis in Media Arts, Games & Health Integrative Projects (CTIN 593)
The non-terminal nature of the degree does not require that the students undertake a single research project from beginning to end and defend it (contrary to a doctoral dissertation). The MA integrative project is quite different from our terminal 3-year MFA where students lead the development of a single entertainment media experience or product, experimental or commercial, or produce original theoretical scholarship, all of which must be presented and defended.
The final semester of the MA degree prepares students for their next career step, whether in industry or academia, with activities that showcase their transdisciplinary and polymathic nature.
We do not make the full details of these projects publicly available because they often contain proprietary, private, or embargoed content and they are works-in-progress. The range of projects varies because they are tailored to the unique needs and skills of students. Below are brief descriptions of our recent alumni projects:
Christina Lelon | Spring 2018
Summary: Formative research activities (literature review, theoretical framework, participatory design with stakeholders, concept prototyping, evaluation) of the game Listen - a more engaging and efficient way to train clinical psychologists and the general public in metacognitive empathy skills. Deliverables: 3300-word reflective and technical report, playable concept game prototype using Twine platform. Rationale: Christina was the study manager for Skyfarer and also a concept developer for many lab projects. As an aspiring concept developer, she wanted to showcase her skills of working with a client (i.e. faculty at the Psychology dept) to respond to a challenge they set forth with a unique concept that was grounded in theory. She produced a low-fi demo and early concept spec.Sydney Rubin | Spring 2019
Summary: Manuscript co-editing for multiple completed studies and contribution ongoing game projects. Deliverables: Manuscript drafts (multiple co-authors), 2500 word reflective report on seven game project contributions, and how they intersected with positive psychology. Rationale: Sydney is a skilled writer who understands how entertainment media and positive psychology can intersect. Her experimental training also helped her quickly become proficient in usability testing. She thus emerged as a valuable collaborator on many game projects that have been shown at festivals (e.g., Healing Spaces, Cute Animals and Tough Questions) as well as co-authored published papers and reports. Whether she led a concept design or contributed in other ways, it was important to capture how her training influenced her impact.Fabian Bock | Spring 2020
Summary: Formative research (literature review, theoretical framework, interviews with stakeholders, system and game prototyping, IRB study protocol) of Ranger Loo! -- An Electrode-controlled, Portable Digital Therapeutic Device and Experience for Children with Pelvic Floor Dyssynergia. Deliverables: 4300-word reflective and technical report, IRB study protocol, pitch deck. Rationale: Fabian is very skilled with science synthesis and rapid prototyping and likes to work independently to solve problems as a leader or consultant. He participated in a hackathon sponsored by Children's Hospital Los Angeles and was part of a chosen team. He further developed a project and received approval for pilot funds for a study to be conducted right as the pandemic struck. Over time, left as the only remaining person on the original dev team, he delivered a project ready to be tested in healthcare, which is as far as that project could go.Alyssa Matlosz | Spring 2020
Summary: Systematic Literature Review "The Effects of Commercial and Serious Video Games on Prosocial Behavior: A Systematic Review of Experimental, Cross-Sectional, and Longitudinal Studies" using PRISMA. Deliverables: 5000-word manuscript draft with tables. Rationale: Alyssa studied occupational science and media arts & practice and was en route to an OTD degree at USC upon receipt of the MA. She was skilled already in basic in literature reviews and holds a unique perspective on entertainment media as a concept developer. Her research interest was in an area that is not as well documented and thus a rigorous systematic review was a suitable project for her future career in occupational therapy using games.CTIN 593 Syllabus
Prerequisite: Open only to MA degree candidates. Course Overview: Students will complete a unique project that showcases their integrative mastery of prior and newly acquired knowledge, skills and interests. The project may be completed as a standalone or group project. Students will showcase their skills in interpreting theory, concepts and methods from media arts, entertainment, interactive media, and competence in collaborating with scientists, health professionals, and industry experts. A component of the project must has its origin or culmination in placing an intervention in the hands of stakeholders, or in the evaluation of the intervention’s impact. Course Objective: The purpose of this course is to prepare students transdisciplinary collaboration with teams of artists, designers, scientists, health professionals, and engineers, whose joint mission is to develop and evaluate interventions focused on improving human health and the experience of living. All MA candidates are required to complete a project that showcases their integrative mastery of prior and newly acquired knowledge, skills and interests. It is recommended that preparatory work in this project begins with a directed research proposal (CTIN 590), but the student can begin work sooner. Students are permitted to complete collaborative integrative projects if they can successfully articulate a clear timeline, feasibility, individual contributions and an alternate plan for completion if the collaboration becomes unsustainable. Building upon prior art and research (e.g., MFA thesis projects, sponsored research) is highly recommended because the project will be graded on the merit and impact of the intervention as a whole (vs. the aesthetic qualities or innovation of a standalone interactive artifact). The following are examples of integrative projects:- Design/development of an original creative intervention based on rigorous formative research, or
- Design adaptation of an existing intervention based on rigorous formative research, or
- Deployment and evaluation of an original or adapted intervention.
- Review the literature of prior games interventions in middle school children for nutrition; use the review as part of the rationale for a board game prototype to improve healthy food choices; conduct a small usability study with the prototype and summarize the findings.
- Conduct a usability/playability study of an existing virtual reality experience in adults with chronic pain; tailor the experience based on the findings and conduct a follow-up study.
- Assist or conduct a pilot randomized controlled trial using a mobile application for mindfulness meditation in college students; include user experience measures and methods; organize and code data and perform a partial analysis.
CM&BHC develops and evaluates products and media that are released publicly or privately for various venues and settings.
Projects that are in development, student-led projects, or applications that are currently used in open research studies may not be listed here.
Below is a partial collection of projects from our research portfolio:

















