Musing: On representing cross-cultural issues in fiction.

How do I define “Inspiring piece of literature”? A piece of contemporary literature that spans across different cultures and societies, addressing the social issues that is festering within the said non-fictional representation.

I am currently finding inspiration to write my own piece of fiction of say, about 30 or so chapters. What is one contemporary conflict that people face every day? What cards of discrimination are played and conducted across the span of the world? How are these forms of discrimination rooted in culture? How does the inclusion and encounter of someone from a different cultural background challenges the dominant cultural beliefs of the community? How does the negative sentiment of the inhabitants of the dominant cultural community becomes a juxtaposition and contradiction of his or her personal values?

The more questions that I write down from the top of my head, the more I realize that the said questions could have easily came from a 200 or 300 level Sociology course. My subconscious is my navigator along this illusive river of inspiration. Though at the same time, I am concerned that thanks to my attitude, I have armchaired my own approach to social change and social movements. But at the same time, Margaret Mead’s words rang into my head: Never doubt that a small group of thoughtful, committed people can change the world. Indeed, it is the only thing that ever has .

That’s it. So long as you have commitment to change, let the attitude guide you. First from the words in my upcoming novel to my changing of an outlook on life. Furthermore, such issues have not just been transposed into literary genres, but have become integral and vital to understanding the plots and parodies that are present in video games today. To put it this way, I have been increasingly disillusioned by the adamant separation of video games and violence. I’ve been told that “Video games do not promote violence” over and over again. While that is true, it is only used conditionally to argue against the extremists on the other end. Genres of media are just vehicles, intermediaries, for the issues of society. In other words, violent video games can be considered a representation, a parody of the subconscious non-fictional counterpart that people tries to suppress in their daily lives.

“Musing: On representing cross-cultural issues in fiction.” is published on July 16, 2013, which is part of my muses. Read more about Vincent Wong’s work at .

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