From Chariots to Local Trains: A Look at Characters and Stories Inspired by the Mahabharata and Ramayana in Animation Series and Video Games

Authors

  • Dipannita Ghosh

DOI:

https://doi.org/10.24113/smji.v14i7.11841

Keywords:

Interactive Digital Narratives, Video games, Mahabharata, Ramayana, Epic

Abstract

The paper explores the reimagining of epic narratives from ancient India into the contemporary milieu in children’s animation series and mobile video games, be it Shiva fighting with guns or Chhota Bheem chasing thieves in a Mumbai local train. It can be said that through multiple interpolations, retellings and translations across languages and media, the Mahabharata and Ramayana have remained living epic traditions in India. These narratives have simultaneously been kept alive through oral and folk-theatre performances (Jatra, Ram Lila, Ras Lila etc), through televised versions like B. R. Chopra’s Mahabharata and parallelly, through literary retellings like Tulsidas’ Ramcharitmanas, Kamban Ramayana, Kaliprassana Sinha’s Mahabharata or more recently Ashok Banker’s Mahabharata Series and Amish Tripathi’s Shiva Trilogy among many others. Thus, re-telling or re-thinking the epic narratives is nothing new.

The paper, however, preoccupies itself with the transformations that digitality and interactive systems can bring to the re-telling of these primary epics. The paper also questions how the games that summarily adapt popular runner game formats like Subway Surfers, infuse a distinct Indian-ness into the visuality of these narratives, even if not the gameplay format.  When seen in the context of the sacrality of the texts, these gameplay forays seem transgressive and perhaps profane the paper argues that these Interactive Narratives have the potential to realise the interpolatory and oratory nature that these inherently multifarious epic narratives embody.

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Author Biography

Dipannita Ghosh

English Language Instructor (Former)

Indian Institute of Technology

Jammu, India

References

“An Evening with Rajiv Chilaka, Founder & CEO, Green Gold Animation”, Wise View: Interactive Webinar Series, ICFAI Foundation for Higher Education, 2022, (Explains the transformation of Bhima into the Chhota Bheem character)

Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York University Press, 2006. (Discusses how characters migrate across media as transmedia attractions).

McLuhan, Marshall. Understanding Media: The Extensions of Man. McGraw-Hill, 1964. (Regarding how the medium of delivery alters the perception of the message).

Mitra, Dakshinranjan. Thakurmar Jhuli. 1907. (The foundational text for Bengali oral-to-print folk tales and the specified digital rendition).

Ong, Walter J. Orality and Literacy: The Technologizing of the Word. Methuen, 1982. (Provides the framework for "Secondary Orality" in the digital age).

Ramanujan, A.K. "Three Hundred Ramayanas: Five Examples and Three Thoughts on Translation." Many Ramayanas: The Diversity of a Narrative Tradition in South Asia, edited by Paula Richman, University of California Press, 1991, pp. 131-160. (The essential theory on the fluidity and multiplicity of Indian epics).

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Published

20-07-2026

How to Cite

Ghosh, D. (2026). From Chariots to Local Trains: A Look at Characters and Stories Inspired by the Mahabharata and Ramayana in Animation Series and Video Games. SMART MOVES JOURNAL IJELLH, 14(7), 125–133. https://doi.org/10.24113/smji.v14i7.11841

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Article