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. Examples include frustrating control schemes, primitive visuals, absurd physics errors, and NPCs with wooden, alienating behaviour. Importantly, '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.
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CITATION STYLE
Bennett, D., & Mekler, E. D. (2023). Jank Accounts: We Should Study “Broken” Games. In CHI PLAY 2023 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (pp. 216–218). Association for Computing Machinery, Inc. https://doi.org/10.1145/3573382.3616045
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