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The Promotion and Regulation of Online Gaming Act, 2025

The Indian online gaming industry has grown at a high speed over the last decade, fuelled by smartphone penetration, affordable Internet, a large youth and vulnerable population, and the emergence of digital technology. However, with its rapid expansion, the sector has also been plagued by mounting concerns: addictive behaviours, financial losses, misleading advertisements, and the misuse of digital platforms for gambling and other unlawful activities.

In response, the government introduced the Promotion and Regulation of Online Gaming Bill, 2025, a legislative framework that seeks not only to encourage innovation and cognitive development in the online gaming space but also to draw a hard line against real money games (RMG) that threaten public health, financial sovereignty, and national security.

This bill was introduced in the Lok Sabha with the due recommendation of the president under Articles 117(1) and 117(3) of the finance bills of the Constitution of India. It was passed in the Lok Sabha on August 20, 2025, and in the Rajya Sabha on August 21, 2025. The president gave assent to it on August 22, 2025, and it became an act.

It is a comprehensive and first-of-its-kind effort to create a national-level regulatory authority for a sector that, until now, operated under ambiguous and inconsistent legal frameworks across states. The proposed law aims to classify and regulate different types of online games, prohibit online money games, establish an oversight authority and empower government agencies with strong enforcement mechanisms.

The Rationale behind the Act

The act recognises that online gaming in India is no longer a niche interest but now an integral part of India’s digital economy. The government acknowledges that segments like e-sports, educational games, and social games offer immense value in terms of employment, skill development, cognitive learning, and global competitiveness. However, alongside these developments has emerged a negative consequence: the rise of real money games.

In RMGs, users pay to participate with the expectation of monetary or other enrichment. These platforms often blur the line between skill and chance, exploit psychological triggers, and are aggressively marketed through celebrities and influencers, particularly targeting youth and economically vulnerable populations. Beyond financial ruin, they have become fertile grounds for laundering networks and extremist exploitation.


Cost of Scams and Laundering

Law enforcement records indicate that scams and laundering cost India over Rs 25,000 crore between 2022 and 2024. The Mahadev App case, involving over Rs 6,000 crore and the Chinese loan/gaming app scam, siphoned off Rs 903 crore, illustrating the systemic scale of misuse.


The government thus views this regulation not just as a consumer safeguard but as a national security necessity. Intelligence agencies warn that extremists exploit in-game chatrooms and multiplayer voice features for recruitment and coordination, echoing concerns observed in Kashmir where games like PUBG were misused for communication. By mandating Know Your Customer (KYC), data traceability, and reporting of suspicious transactions, the bill seeks to reduce such vulnerabilities.

Prohibition of Online Money Games

One of the most significant provisions is the outright ban on RMGs and services that facilitate them. The definition of RMG is comprehensive and it includes any game where the user deposits money or other convertible stakes, such as tokens, wallets or digital credits, with the expectation of winnings, regardless of whether the game is based on skill or chance.

This prohibition is sweeping and absolute. It encompasses not only the operation of such games but also supporting services, such as advertisements, financial transactions or promotion by any means.

By eliminating the distinction between games of skill and games of chance in this context, the law leaves no grey area for developers or operators to exploit. The government’s stance has been clear stating that if there is any monetary stake or expectation of money reward, the game would not be permitted.

Encouragement for E-Sports and Social Games

While the act comes down hard on RMG, it further carves a significant space for the growth of e-sports and online social games, which are deemed legitimate and beneficial forms of digital engagement.

E-sports are defined as organised, competitive, skill-based, and events multiplayer governed by rules and recognised by the National Sports Governance Act, 2025. It must not involve betting or stakes of any kind. Payments made for participation are restricted to registration fees or covering event costs and not as stakes.

Online social games, on the other hand, are intended purely for entertainment, recreation or skill development. While they may require a subscription or one-time access fee, they must not include any expectation of monetary rewards or allow users to place any form of stakes.


Online Games and Investment in India

Today, India houses around 591 million gamers, nearly 20 per cent of the global gamer population, with over 9.5 billion game downloads in 2023, representing 16 per cent of the global total. Mobile gaming alone contributes to 90 per cent of the domestic market. The sector is projected to reach US$ 9 billion by 2029, driving investor value worth US$ 63 billion.


The act empowers the central government to take various steps to promote these categories. This includes the creation of registration mechanisms, guidelines for conducting events, establishment of training academies, support for new tech platforms and initiatives to increase safe access to gaming content. Additionally, it calls for integration with state governments and educational institutions for the encouragement of responsible gaming practices.

This dual-track approach—banning harmful gaming formats while promoting constructive ones—reflects an attempt to harness the positive potential of gaming without ignoring its risks, a balancing act between innovation and exploitation.

Establishment of a Regulatory Authority

The act mandates the creation of a dedicated National Regulatory Authority for online gaming, which would function as the chief regulatory body for the sector. This authority may be a newly constituted body or an existing one designated for this purpose. It would have wide-ranging powers, including the authority to:

  • decide whether a particular online game is an RMG or falls into a permissible category.
  • recognise, categorise, and register online games.
  • enforce guidelines, issue directives, and investigate complaints.
  • penalise entities that fail to comply with its instructions.

In essence, the authority would serve as a monitoring body for the online gaming ecosystem in India. Every entity that offers or facilitates online games must comply with its directions, including registration, data disclosures, and adherence to ethical standards.

The government would prescribe the composition, qualifications, and terms for members of the authority, along with procedural frameworks for handling complaints and grievances.

By centralising oversight, the act aims to end the patchwork of ambiguous state-level regulations. It also aligns India with global best practices, where countries like China, Singapore, the UK, and Australia have strengthened surveillance over gaming to pre-empt issue.

Many online gaming platforms, at present, operate from foreign jurisdictions, making enforcement of Indian laws difficult. By creating a centralised mechanism with powers to block access to content and enforce compliance even on offshore entities targeting Indian users, the act aims to safeguard national interests.

Enforcement and Penalties

The act is backed by a robust enforcement mechanism with serious criminal and civil penalties. Offences related to online money gaming are treated as cognisable and non-bailable indicating that severity with which the government views them.

The following penalties are proposed:

  • Offering online money gaming services Up to three years of imprisonment, a fine up to Rs 1 crore, or both
  • Advertising online money games: Up to two years of imprisonment, a fine up to 50 lakh Rs, or both
  • Facilitating financial transactions: Up to three years of imprisonment, a fine up to Rs 1 crore, or both.

Repeated offenders would face harsher penalties, with minimum imprisonment terms and increased fines. For instance, repeated violations of offering or financing online money games could attract a minimum of three years and fines up to Rs 2 crore.

Offences under provisions related to offering games (section 5) and facilitating transactions (section 7) are cognisable (police can arrest without warrant) and non-bailable under the Bhartiya Nagarik Suraksha Sanhita, 2023.

Non-compliance with government or authority directives may result in civil penalty of up to Rs 10 lakh and could also lead to cancellation of registration or a ban on operating in the sector.

Additionally, companies, including directors and managers, could be held liable for violations. However, protections are extended to independent or non-executive directors who were not involved in the day-to-day functioning or decision-making.

Consumer Protection and Player Safeguards
The act prioritises consumer protection through measures such as mandatory age-gating, KYC verification, and spending limits to prevent underage participation and financial exploitation. Platforms must ensure fair play, provide effective grievance redressal, and display clear disclaimers on financial risks and winning probabilities. Advertisements must comply with Advertising Standards Council of India (ASCI) guidelines to avoid deceptive claims.


Historical Development of Gaming Laws in India

The history of gaming laws in India dates back to the Public Gambling Act, 1867, which banned ‘common gaming houses’ but exempted ‘games of mere skill,’ leaving interpretation to the courts. After independence, betting and gambling became a state subject [ Entry 34, List II, Seventh Schedule], leading to divergent regimes—some states (Delhi, Madhya Pradesh, Punjab) continued with the 1867 framework, others like Goa permitted casinos under the Goa, Daman and Diu Public Gambling Act, 1976, while Sikkim and Nagaland regulated online and skill-based games through the Online Gaming (Regulation) Act, 2008, and the Prohibition of Gambling and Promotion and Regulation of Online Games of Skill Act, 2016, respectively; Odisha, Assam, and Telangana imposed blanket bans. This patchwork created uncertainty, especially around the distinction between skill and chance.

Judicial rulings played a decisive role: R.M.D. Chamarbaugwala vs Union of India (1957) established the ‘preponderance of skill’ test, followed by the State of Andhra Pradesh vs. K. Satyanarayana (1968), which held rummy to be a skill-based game. Yet conflicting high court views on poker and rising bans on fantasy sports and rummy apps deepened inconsistency, though courts often struck down arbitrary prohibitions.

Meanwhile, central digital laws influenced the space. The Information Technology Act, 2000 empowered the government to block unlawful sites (Section 69A), while the Intermediary Guidelines Rules, 2021 (amended 2023) extended due diligence, verification, and grievance obligations to online gaming platforms.

Amid rapid growth, rising addiction, and fraud concerns, the union government intervened—designating the Ministry of Electronics and Information Technology as the nodal authority in 2022–23, culminating in the Promotion and Regulation of Online Gaming Act, 2025. Together, these developments trace India’s shift from colonial prohibitions to fragmented state control, judicial clarifications, indirect central regulation, and finally a unified digital-age framework balancing innovation with consumer protection and security.


Future Perspective

The Promotion and Regulation of Online Gaming Act, 2025 is a bold and much-needed intervention in a rapidly evolving sector. Its clarity in definitions, strength in enforcement, and support for positive gaming formats reflect a vision for a digitally mature India.

Whether this legislation succeeds in curbing harmful practices without stifling creativity would depend on how it is implemented. With the introduction of this act, the era or unregulated online gaming in India would come to an end. In its place, a new, regulated digital frontier has been taking shape and this is expected to be secure, inclusive, and forward-looking.

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