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ToggleThe Promotion and Regulation of Online Gaming Bill, 2025, has been passed by the Parliament & received Presidential assent
It marks a landmark move to shield citizens from the menace of online money games while promoting and regulating other kinds of online games.
This legislation is designed to curb addiction, financial ruin and social distress caused by predatory gaming platforms that thrive on misleading promises of quick wealth.
Understanding the Online Gaming Sector It is broadly divided into three distinct segments, each with its own features and implications for society.
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Additional Information The Act has proposed three categories for online games — e-sports, social gaming and RMGs. While the Act aims to promote e-sports and social gaming segments, it seeks to ban all forms of RMGs and its advertisements. The Act defines an online money game as an online game played regardless of whether it is based on skill, chance or both, and is played after a fee-payment or with an expectation of winning money or other stakes (can include credits, coins, tokens, virtual money, etc. which can be converted to money). Under such a definition, variants of popular games like Poker, Rummy, Fantasy Cricket, and Ludo would be classified as RMGs. With respect to e-sports, the Act defines them as games which are recognised under the National Sports Governance Act, 2025 and are registered with the proposed regulatory authority. It may include the payment of a registration or participation fee alongside performance-based prize money. Examples include games like Grand Theft Auto and Call of Duty. While there is no legal definition of social gaming, it is included in the broader category of online games defined as games played on an electronic or digital device and operated as a software through the Internet. The new Act makes no provisions to constrain minors from playing online social games or e-sports. It also provides for a budget allocation from the Consolidated Fund of India to promote online social gaming in the country. |
The central government stated that the Indian Computer Emergency Response Team (CERT-IN) will be tasked with blocking or disabling apps that continue to provide banned money gaming services in India, and if needed, it may rope in Interpol to bring in offshore operators of money gaming platforms |
Speaking in the Rajya Sabha, Union Minister for Electronics and Information Technology, Shri Ashwini Vaishnaw said that according to an estimate, 45 crore people are negatively affected by online money games and faced a loss of more than Rs. 20,000 crores because of it. |
The World Health Organization classifies gaming disorder as a health condition in its International Classification of Diseases, describing it as a pattern of play marked by loss of control, neglect of other daily activities, and persistence despite harmful consequences. 32 cases of suicide attributed to online gaming addiction have been reported in Karnataka in the past 31 months |
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The real-money gaming sector contributes 20,000 crore annually in direct and indirect taxes. The industry has attracted foreign direct investment exceeding 25,000 crore and supports over 200,000 jobs across 400+ companies. |
Entries 34 and 62 of the State List in the Seventh Schedule of the Constitution places the regulation and taxation of betting and gambling within the jurisdiction of State governments.
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The All-India Gaming Federation, E-Gaming Federation, and the Federation of India Fantasy Sports stated that the ban on real money games will not eliminate the problems but will push millions of users toward offshore platforms. These operators often lack consumer protections, age verification systems, and anti-money laundering measures, creating national security risks. Industry stakeholders like the All-India Gaming Federation, have raised serious concerns over the blanket ban on online money gaming and warned that such a law, once brought into force, could cause considerable damage to what they claim is a legitimate, job-creating industry. |
The Promotion and Regulation of Online Gaming Act, 2025, marks a decisive step in India’s digital journey. It recognises the dangers of unregulated money gaming and responds with firm safeguards to protect citizens. At the same time, it carves out space for e-sports and educational games that nurture skills and creativity. By balancing innovation with responsibility, the Act sets the tone for a safer and healthier digital future. It also strengthens India’s standing as a nation that can lead in shaping global digital policy. Most importantly, it ensures that technology serves society rather than harms it.
The Online Gaming Act, while aiming to regulate the sector, has been criticised for its constitutional, regulatory, and implementation flaws. Critically examine
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