Cul­tural in­dus­try lacks cre­ativ­ity

China Daily (Canada) - - COMMENT -

Chi­nese films and video games are over­loaded with sto­ries from clas­si­cal lit­er­a­ture, although many of them have been changed dra­mat­i­cally to grab eye­balls. This phe­nom­e­non shows that the Chi­nese cul­tural in­dus­try lacks orig­i­nal­ity and cre­ativ­ity, says an ar­ti­cle on Ex­cerpts:

An­cient lit­er­a­ture is a treasure trove, which the cul­tural in­dus­try has been ex­ploit­ing tomake quick money. In fact, the pop­u­lar­ity of sto­ries from the clas­sics has be­come a short­cut to suc­cess. Com­pa­nies have been us­ing the al­ready over­ex­ploited sto­ries from clas­si­cal lit­er­a­ture be­cause the so-called creative minds run­ning them lack orig­i­nal­ity. As a re­sult, medi­ocre cul­tural prod­ucts have flooded the mar­ket.

Since youths are fas­ci­nated by nov­elty, screen­play and script writ­ers and game de­sign­ers change the orig­i­nal sto­ries to the ex­tent of mak­ing them ab­surd. In some video games, the Tang Monk who trav­eled to In­dia in search of Bud­dhist scrip­ture has been changed into a war­rior and even a se­duc­tive beauty.

Cul­tural prod­ucts em­body the essence of a so­ci­ety. The cul­tural in­dus­try, as part of soft power, should be a source of spir­i­tual en­cour­age­ment for peo­ple to strive for pros­per­ity, which, in turn, will en­hance the hard power of the coun­try. A cul­tural in­dus­try where every­one pur­sues in­stant suc­cess and quick money can hardly pro­vide in­tel­lec­tual sup­port to the coun­try’s growth.

Many say Chi­nese peo­ple are sub­servient to for­eign cul­tures be­cause Western cul­tural prod­ucts en­joy more pop­u­lar­i­tythando­mes­ti­conesinthe­coun­try. But­peo­plearenotto be­blamed­for the sorry state of af­fairs. They turn toim­ported prod­ucts be­cause they find the do­mes­tic ones repet­i­tive and mean­ing­less. The do­mes­tic film and video game in­dus­tries have no choice but to pro­duce more creative and so­phis­ti­cated prod­ucts if they want to re­tain cus­tomers.

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