Research

Jank Accounts: We Should Study ‘Broken’ Games

Jank Accounts: We Should Study ‘Broken’ Games

Jank Accounts: We Should Study ‘Broken’ Games

Jank Accounts: We Should Study ‘Broken’ Games

Dan Bennett, Elisa D. Mekler

Abstract

"We argue that HCI games research can benefit by understanding experiences of "jank". Jank is a gaming vernacular term for game- elements that are somehow “off”: sloppy, glitchy, or clumsy. Exam-ples include frustrating control schemes, primitive visuals, absurd physics errors, and NPCs with wooden, alienating behaviour. Im-portantly, ‘jank’ is no straightforward term of abuse: players use the term appreciatively, even with affection. Attention to the “paradox” of jank-appreciation can help us understand the limits of usability in understanding player experience. It can clarify conditions which foster reflection and appreciation of adversity, and shed light on games as aesthetic experiences."

Reference

Bennett, D., & Mekler, E. D. (2023). Jank accounts: We should study ‘broken’ games. Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 1–14. https://doi.org/10.1145/3573382.3616045

Keywords

Games, Hci, Breakdown