DOI: 10.1515/jcfs-2025-0072 ISSN: 2702-2277

In the Realm of Gunfight: A Study of Gamified Features in Post-1997 Hong Kong Gunfight Films

Doudou Ma, Hanyu Wang

Abstract

By constructing a gamification-oriented analytical framework that addresses issues of identity, space, and survival mechanisms in post-1997 Hong Kong gunfight crime films, this article reexamines the distinctive ideological formations and cultural symptoms of Hong Kong society as manifested in post-97 gunfight imagery. First, the “heroic” subject central to Hong Kong “hero films” is transformed into a playful subject in post-97 gunfight crime films. Second, the world of gunfight cinema – situated at the margins of civilization and the rule of law – is reconfigured as a playful space, thereby offering a mode of experience that shifts from spectatorial viewing to interactive engagement. Third, within competitive game-like mechanisms, characters operate as playful subjects who continuously solve problems, overcome challenges, and attempt to achieve progression. Finally, objects and props in action cinema give expression to profound impulses toward transgression and violence, linking these impulses to forms of corporeal pleasure. Taken together, post-1997 Hong Kong gunfight films generate a mode of gamification that is distinct from that of crime films produced in the 1980s.

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