Online Gaming Regulation in India: Safety, Skill, and Social Play

Online Gaming Regulation in India: Safety, Skill, and Social Play

Context:

  • Recently, the Parliament passed the Promotion and Regulation of Online Gaming Bill, 2025 to regulate the fast-growing online gaming industry in India.
  • The Bill primarily targets Real Money Games (RMGs) due to their association with financial loss, addiction, and unlawful activities, while promoting e-sports and social gaming for recreational and educational purposes.

What Are Online Games?

  • Definition: Online games are video games played over the internet, typically involving multiple players worldwide.
  • Connectivity: Players can compete or cooperate using consoles, PCs, or mobile devices.
  • Growth in India: The online gaming industry in India has grown exponentially due to increased internet penetration and smartphone usage.

Risks Associated:

  • Health effects: WHO links RMGs to compulsive behaviour, psychological distress, financial hardships, and family disruption.
  • Economic loss: Indians reportedly lose ₹15,000 crore annually due to RMGs.
  • Suicide cases: 32 suicides attributed to online gaming addiction were reported in Karnataka over 31 months.
  • Job concerns: The RMG industry claims that the ban could threaten over 2 lakh jobs across 400+ companies.

Classification of Online Games Under the Act

The Act divides online games into three categories:

  1. Real Money Games (RMGs):
    • Defined as games played for monetary stakes or virtual equivalents, whether based on skill, chance, or both.
    • Examples: Poker, Rummy, Fantasy Cricket, Ludo variants.
    • Action: Ban on all RMGs and related advertisements.
  2. E-sports:
    • Games recognized under the National Sports Governance Act, 2025 and registered with the regulatory authority.
    • May involve registration/participation fees and prize money.
    • Examples: Grand Theft Auto, Call of Duty.
  3. Social Gaming:
    • Games played on digital devices for recreational or educational purposes.
    • Included under Section 4, allowing the government to facilitate development and availability.

Regulation and Enforcement

  • Punishments:
    • Offering/authorizing RMGs: up to 3 years imprisonment, ₹1 crore fine, or both.
    • Unlawful advertisements: up to 2 years imprisonment, ₹50 lakh fine, or both.
    • Offences are cognizable and non-bailable under BNSS, 2023.
    • No penal action for players has been codified.
  • Blocking/Disabling Apps:
    • CERT-IN to block apps offering banned RMGs.
    • Interpol may assist with offshore operators.
  • Regulatory Authority:
    • Empowered to recognize, categorize, and register online games.
  • KYC and Child Protection:
    • Firms must comply with KYC norms, implement parental controls, and apply age ratings.
    • No restrictions on minors for social gaming or e-sports.
  • Promotion of Social Gaming:
    • Budget allocation from the Consolidated Fund of India to support recreational and educational online games.

Rationale for the Act

  • Financial Loss: Users lost thousands of crores on RMGs.
  • Malicious Algorithms: Online gaming algorithms allegedly prevent consistent winning.
  • Terror Funding: Parliamentary Panel Report (2023) cited gaming portals as potential sources of terror financing.
  • Tax Evasion: Gaming companies evaded ₹2,000 crore in taxes (2022) and ₹30,000 crore in GST.
  • Fraud: Apps like FIEWIN defrauded ₹400 crore, using cryptocurrency and mule accounts.
  • Lack of Transparency: Games operated using bots or undisclosed agents, undermining fairness.
  • Offshore Operations: Firms operating abroad bypass domestic laws, creating enforcement challenges.

Measures Taken by India Prior to the Act

  • State Actions:
    • Telangana (2017) banned all online gaming.
    • Andhra Pradesh (2020) banned online gambling.
    • Tamil Nadu (2022) banned Rummy and Poker.
  • Central Measures:
    • GST reclassification (2023) for online gaming, casinos, and horse racing.
    • Uniform 28% GST on entry fees/deposits.
  • Supreme Court Intervention:
    • Stay on notices to gaming companies.
    • Clarification awaited on skill-based games vs. gambling and retrospective taxation.

Challenges and Way Forward

  • Legal Concerns: No distinction between skill-based games and games of chance, raising potential Article 19(1)(g) issues.
  • Judicial Review: The Supreme Court may grant interim relief or request government justification for the law.

Conclusion

The Promotion and Regulation of Online Gaming Bill, 2025 aims to:

  • Ban high-risk RMGs, protect users, and prevent financial and social harms.
  • Promote e-sports and social gaming for recreation and education.
  • Ensure regulatory oversight, KYC compliance, and child protection.

Its success will depend on effective enforcement, judicial scrutiny, and balancing industry growth with user safety.

Source : The Hindu

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