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DiGRA
The paper argues that jank can be understood as a productive design space rather than merely a flaw. It critiques existing definitions for overlapping too heavily with glitch.
This paper argues that jank, defined as a player's perception that a game does not behave as it should, can be understood as a productive design space rather than merely a flaw. It critiques existing definitions, particularly Schmalzer's, for overlapping too heavily with "glitch" and for failing to explain how jank shapes gameplay. The author distinguishes glitches, which are system behaviors working as defined but unexpectedly, from jank, which occurs when such moments spontaneously recontextualize the game within its system. The central claim is that jank prompts reflection and shifts the player's role from player toward co-designer.
The paper supports this argument with a case study from ULTRAKILL, where an unintended shotgun behavior allowed players to parry their own bullets into powerful explosive projectiles. The developer ultimately made this interaction consistent, illustrating how community-discovered jank can feed back into iterative design. The author draws on Khaled's work on reflective game design, which holds that games naturally generate perplexity and surprise that encourage reflection, and connects these qualities to the experience of jank. Flanagan's critical play framework is also referenced to highlight the gap between intended and realized design.
The paper's primary focus is challenge runs, player-created rule modifications within rigid existing systems meant to surface roadblocks that normal play would not reveal. These are typically produced by content creators who often do not identify as game designers. The author argues that challenge runs parallel industry iterative design, since creators refine rulesets in response to feedback from audiences who effectively contribute to the design process. The document is primarily a conceptual and qualitative analysis, drawing on a single developer case, existing theoretical literature, and observation of challenge run culture, without presenting survey data or quantitative methodology.
DiGRA · 2025