
Congress leader Supriya Shrinate questions the framing of India’s epics as stories for gaming, reigniting discussion over religious sentiment, cultural heritage and the commercial use of mythology.
(SDNA) New Delhi: A political debate has emerged over Prime Minister Narendra Modi’s suggestion that India’s great epics, the Ramayana and the Mahabharata, could inspire video games and other digital content. Opposition leaders have raised concerns about the language used to describe these revered texts, arguing that their significance extends far beyond entertainment.
The discussion centres on remarks made by Modi during the concluding session of the Viksit Bharat Young Leaders Dialogue on January 12, 2026. He encouraged young people to explore opportunities to bring India’s cultural heritage and traditional narratives to global audiences through modern gaming. His remarks also referred to the possibilities of developing games inspired by the Ramayana, the Mahabharata and the character of Lord Hanuman.
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The suggestion has since become the subject of political commentary, with questions being raised about how religious traditions should be represented in contemporary entertainment and commercial ventures.
Supriya Shrinate Raises Questions About Religious Sentiment
Congress leader Supriya Shrinate responded to Modi’s remarks by drawing a distinction between storytelling and religious faith. She argued that while the epics might be viewed as stories in the context of entertainment, for millions of people they represent deeply held religious beliefs, cultural traditions and spiritual values.
Her response reflects a broader opposition argument: adapting sacred narratives for video games and commercial products requires sensitivity to their religious and cultural significance.
The controversy has also prompted political criticism of the Prime Minister’s approach to Hindu religious traditions. However, describing a proposal to develop mythology-inspired video games as anti-Hindu, solely on the basis of that suggestion, would go beyond what the proposal itself establishes.
Where Culture, Technology and Business Meet
The proposal also raises an important question about the potential of India’s cultural heritage in the digital economy.
Video games, animation, interactive storytelling and other digital formats could introduce Indian epics and mythological characters to younger audiences in India and abroad. Such projects could create opportunities for game developers, designers, animators, writers and entrepreneurs while helping Indian cultural narratives gain wider international recognition.
India’s gaming and creative industries could potentially benefit from original intellectual property inspired by traditional literature, provided that such projects are developed with appropriate research and cultural understanding.
Critics, however, caution that commercial adaptation should not come at the expense of religious dignity or the sentiments of devotees. They argue that creators must consider the traditions, symbolism and values associated with sacred characters and narratives before turning them into entertainment products.
The debate therefore extends beyond party politics to a larger question: how can a society preserve the integrity of its religious heritage while embracing new forms of technology and creative expression?
Context Matters in Interpreting the Prime Minister’s Remarks
The central issue is the distinction between proposing a modern adaptation of traditional narratives and dismissing their religious significance.
According to the account of the January 12 event, Modi encouraged young people to explore gaming opportunities based on Indian cultural stories and characters. The broader context was the use of technology and creative industries to present India’s heritage to a wider audience.
A suggestion to develop video games based on the Ramayana or the Mahabharata does not, by itself, establish an intention to insult or diminish these texts. Assessing whether the remarks were disrespectful requires attention to the precise wording, the full context and the arguments raised by critics.
It is also important to distinguish the original event from other public appearances: the remarks discussed in this controversy were made during the Viksit Bharat Young Leaders Dialogue in January 2026, rather than during the Prime Minister’s Mann Ki Baat programme.
Conclusion: Balancing Faith With Modern Innovation
The controversy surrounding Modi’s gaming proposal highlights the complex relationship between religious faith, cultural heritage, technological innovation and commercial opportunity.
For the opposition, the issue raises concerns about how sacred texts are described and adapted. For supporters of the proposal, gaming offers a potential avenue to introduce India’s epic traditions to new generations and international audiences.
Ultimately, the debate calls for a distinction between political interpretation and the substance of the original remarks. The challenge is to explore new creative possibilities while treating religious traditions and the sentiments associated with them with due respect.
SDNA — National and International Digital News Network
