The Indian Parliament’s Lok Sabha has passed the Promotion and Regulation of Online Gaming Bill, 2025, a landmark legislation designed to reshape the rapidly evolving online gaming sector in India. This bill, championed by Union Minister Ashwini Vaishnaw, seeks to balance the encouragement of certain gaming segments with the prohibition of others. The bill’s primary aim is to promote the development of e-sports and educational gaming while enforcing a complete ban on real-money online gaming. This will have extensive repercussions across the gaming platforms, financial technology systems, advertisers, influencers, and the users who engage with these platforms. The bill outlines a national regulatory framework with several key goals: to stimulate growth in e-sports and social or educational gaming; to establish regulatory guidelines for digital gaming platforms; to ban all forms of real-money online gaming, including related advertisements and money transfers; and to protect young people and vulnerable demographics from the various financial and psychological risks associated with real-money gaming. Key definitions outlined in the bill include ‘Online Game’, defined as any digital or electronic game accessible via the internet or electronic devices; ‘Online Money Game’, a game involving money stakes with the aim to win cash or equivalent rewards; ‘E-sports’, competitive digital games focusing on skill, played without monetary stakes; and ‘Social Games’, designed for fun, learning, or recreation, which do not involve wagering. The legislation exempts e-sports and social games from the ban. These will be promoted through institutional backing and incentive programs. The bill specifically prohibits various activities, including the provision or facilitation of online real-money gaming; the advertisement or promotion of real-money games, including the use of influencers and celebrities; and financial transactions associated with online money games. Penalties for violations of the bill include imprisonment for up to three years and repeat offenders may face fines up to Rs 2 crore. The bill also grants authorities broad enforcement powers, which include the capacity to conduct searches and make arrests without warrants, inspect both physical and digital spaces, and block content from platforms that violate the ban. While the bill explicitly bans real-money gaming, it encourages the development of e-sports and social games. The former will receive official recognition and support, similar to traditional sports, along with training centers and incentive programs. Educational and social games are encouraged, provided they do not involve any form of monetary exchange. The necessity for this bill is driven by the substantial growth of the online gaming industry in India, which currently has over 400 million users. The government is particularly concerned about rising addiction and mental health issues, financial risks, and the potential for money laundering and terror financing. The bill contends that regulation alone is inadequate, and a ban is the most effective method for citizen protection. The bill must now pass both houses of Parliament, and once enacted into law, it will supersede all state-level regulations, affecting both domestic and international platforms serving Indian users. Legal challenges from industry stakeholders are anticipated, with potential impacts on the economy.
