ONLINE GAMING: PROMOTION AND REGULATION OF ONLINE GAMING ACT, 2025



Source: AI-generated Image (Gemini)


Introduction:


Online gaming has seen an exponential growth in recent times, enabling innovation, job creation,

technological advancements etc. India has a rising number of professionals with technological

capabilities and a fleetly growing domestic market, which together enable the country to assume

a leadership role in the global online gaming value chain. The online gaming ecosystem

comprises mainly of these elements: e-Sports, casual and social games, educational games, and

online money games.

Nevertheless, some platforms offering online gaming systems may frequently be aggressively

promoted through advertising juggernauts, including promotions by celebrities and influencers,

enhancing their reach and impact especially among the youth and vulnerable groups, with some

of them being linked to illegal conditioning similar as fiscal fraud, money laundering, non-

payment of taxes, and also, the backing of terrorism, thereby putting at threat the public security,

public order and the integrity of the country.


Phases of Growth of Online Gaming in India


● Cyber Café Era (Early 2000s – 2010): Gaming was centered around physical spaces

like cyber cafes with games like Counter-Strike, Need for Speed, and web-based games

like Farmville on Facebook. This was, however, limited to urban centers with access to

personal computers and good internet connections.

● Mobile Games (2010 – 2016): This phase brought with it the development of 3G,

followed by affordable 4G data, as well as the proliferation of low-cost smartphones.

Mobile games such as Temple Run also gained popularity, vis-à-vis money games such

as RummyCircle, in the mainstream market.

● The “Jio Effect” and E-Sports (2016 - 2020): The Jio Effect of 2016 provided

free/low-cost data, bringing the internet to millions. As per data from a Share India

report, games like PUBG Mobile and Free Fire are favorites, among its users. The growth

of platforms like YouTube Gaming and Twitch led to streamers bringing in a "viewer as

a player" audience.

● The Impact of a Pandemic (2020 – 2024): COVID-19 lockdowns saw an exponential

rise in the demand of online gaming. These lockdowns had overseen a rapid-fire growth

of in-app purchases, fantasy sports (Dream11), and e-sports events with massive prize

pools. This resulted in gaming becoming a popular and legitimate career path, thereby

giving rise to the e-sports industry.

● Regulatory Reforms (2025 – present): The online gaming industry meandered towards

stricter regulation, such as the online money gaming ban of 2025. So, a lot of attention

was paid to games and the right way to do gaming with the casual games. Influencers and

streamers have turned gaming into entertainment content.


Need for the Regulation of Online Gaming


Ashwini Vaishnaw, Union Minister of Information and Broadcasting, Government of

India, said the Act was made in response to grievances from people who lost their money

in online money games, and that it was not a knee-jerk reaction. For instance, a 35-year-

old man from Neemuch District of Madhya Pradesh also took his own life after suffering

heavy fiscal losses due to being addicted to online gaming.

The Union Minister also stated the algorithms of these online games refrain a game

player from winning them in the long run. It was also alleged that some gaming

companies were participating in unlawful GST tax evasion of up to ₹30,000 crore. The

Online Gaming Bill was thus introduced to regulate the online gaming sector in India,

since it was in operation without any proper legal framework.


Salient Features of the Act


The Promotion and Regulation of Online Gaming Bill, 2025 was introduced in the

Parliament in August 2025 and was passed in both Houses.

● Ban on Games: There is a ban on online money games. Thus, the Act disallows games

where people can bet money. If you play these games or help in managing them, you are

violating the law and will have to face severe penalties.

● Establishment of Regulatory Authority: It is paramount to have an authority to watch

over these games. The Central Government is empowered by the Act to create this

Authority to oversee games and will decide if a game is a money game or a non-money

game.

● Offences and Penalties: The Act describes what is considered an offence and what

penalty we will get for that offence. Offences include offering, running, or helping with,

or telling people about, online money games. This comes with an imprisonment of up to

three years plus a fine that can be as high as ₹1 crore.

● Restricted Financial Transactions: Financial transactions are also restricted. The Act

states that banks and places that handle money cannot do business with people who play

games that involve money.

● Control on Advertising: Advertising is under control, too. The Act states that people are

not allowed to tell others about online money games. The Act makes it very clear that

online money games that are not allowed cannot be trumpeted or promoted in any

manner.

● Support for Non-Money Games: The Act, as such, does not impose any ban on users

from playing games that do not involve any money at all. In fact, it is okay with non-

money games. The Act also encourages the growth of e-sports.

● Safety for Users: The Act makes it compulsory for users to verify their age and identity

to play online games. It also recommends tools to limit playtime and spending for games

permitted.


Demerits of the Act


● Rise of Black Markets: If a lot of money games are banned, people will probably go to

other websites that are not safe, or are against the law. Monitoring such games to detect

financial fraud among many other money scams will then become a herculean task.

● Ignorance of Precedents on Skill Games: Critics opine that the Act ignores judicial

precedents that differentiate skill-based games from gambling, which could give rise to

legal problems.

● Weak Consumer Protection: Directing users of online games towards illegal platforms

decreases safety nets, making players more susceptible to fraud.


Concluding Remarks


The Promotion and Regulation of Online Gaming Act, 2025 is designed to significantly

reduce the risk of addiction, financial ruin, and suicide linked to online gaming. Online

gaming is changing with time. It is now more about keeping users safe and looking after

their health. The emphasis is now laid more on skill-based games, not the games

pertaining to betting and gambling. The online games have to do what the Act says. This

is to keep users safe and secure while playing these online games. Online games must be

safe for its users.


Jay Nayan Mopur & Mettu Kalyan, 2/3, Pendekanti Law College.


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