The Promotion and Regulation of Online Gaming Act, 2025

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The Indian online gaming industry has expanded tremendously in recent years, contributing to the digital economy. The industry is valued at $3.7 billion in 2025 and is expected to more than double to $9.1 billion by 2029. However, this growth is heavily skewed as approximately 86% of revenues generated from this sector today comes from real money games (RMGs), where users stake money in hopes of monetary returns.

This disproportionate dependence on money gaming has also given rise to growing concerns. Consistently, voices have been raised on the need for a comprehensive law to prevent harms emanating from such gaming platforms including rising cases of addiction among youth, financial distress in families, manipulative algorithms, aggressive advertising campaigns, tax evasion and even links to money laundering and terror financing. Responding to these concerns, the government has introduced the Promotion and Regulation of Online Gaming Act, 2025 in the parliament.



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The Act stems from the twin realities of India’s online gaming landscape. On the one hand, India’s gaming industry includes e-sports, online social gaming and educational games that offer opportunities for employment, innovation and global competitiveness. On the other hand, real money gaming platforms have raised alarms due to their addictive nature, manipulative algorithms, celebrity-driven marketing and association with fraud, money laundering and as a threat to national security as its proceeds may be used for terror financing.

As of June 2025, the Central Government had already issued over 1,500 blocking orders against online betting and gambling platforms. In addition, since October 2023, a flat 28% GST has been imposed on revenues from online gaming in an attempt to curb the rapid spread of such platforms by tightening the fiscal net. However, enforcement challenges persist particularly with offshore operators that evade domestic regulations. Meanwhile, several states have reported socially distressing consequences linked to these platforms, ranging from addiction among youth and financial distress in families to rising cases of fraud and public health concerns. It is against this backdrop that the Act has been introduced, seeking to provide a uniform national framework: one that encourages innovation and growth in safe areas such as e-sports, while decisively prohibiting the harmful aspects of online money gaming



The Act further proposed that the Central Government will establish an Authority on Online Gaming which will oversee and regulate the online gaming space. This body shall have the authority to register and recognise online games, decide whether a particular game qualifies as money gaming and handle user complaints while ensuring compliance with prohibitions put on online money gaming.

E-sports are recognised as legitimate sports, involving skill, competition and strategy. While participation fee is allowed in this category. Games involving any form of betting are excluded from this category.

Online Social Game: These are games which fall in neither online money games nor esports category and may be offered solely for entertainment, recreation or skill-development purposes. These may charge subscription or one-time access fees, but must not include staking money or played with expectation of monetary rewards.

Online Money Games: This is broadly defined to include any game either skill-based or chance-based, wherein players stake money or equivalents expecting to win monetary returns.

This distinction serves the basis of prohibiting all forms of online money games due to their harmful effects, while simultaneously encouraging innovation and growth in e-sports and safe gaming formats.



While the Act imposes a blanket ban on online money gaming platforms it encourages the development of esports. Provisions in the Act obligate the Central Government to actively promote e-sports by framing guidelines and standards for tournaments, establishing training academies and research centres, running incentive schemes, awareness campaigns and public outreach programmes, while also coordinating with States and sporting federations to integrate e-sports into mainstream sports policy.

Similar encouragement is given to social and educational games with proposals to set up a registration mechanism for such games, support developers and platforms offering safe, age-appropriate content, conduct awareness programmes to highlight the role of games in recreation, skill development and digital literacy and collaborate with schools, universities and recreational bodies to expand digital engagement through safe gaming.



The Act further proposed that the Central Government will establish an Authority on Online Gaming which will oversee and regulate the online gaming space. This body shall have the authority to register and recognise online games, decide whether a particular game qualifies as money gaming and handle user complaints while ensuring compliance with prohibitions put on online money gaming.



wThe Act prohibits offering or facilitation of online money games, advertisements, promotions, or endorsements of such platforms and even on the processing of financial transactions for online money games. The violation of these prohibitions will attract financial and criminal penalties.



The Act prescribes stringent penalties on violation of the prohibitions prescribed in the Act. Punishments up to 3 years’ imprisonment or ₹1 crore fine or both for offering online money gaming services, up to 2 years’ imprisonment or ₹50 lakh fine or both for advertising money gaming, up to 3 years’ imprisonment or ₹1 crore fine or both for financial facilitation of money gaming. Furthermore, repeat offences carry harsher punishment of up to 5 years in prison and ₹2 crore fines.

It is to be noted that the Act declares offences for offering online money gaming services or facilitating financial transactions or authorisation towards online money gaming services to be cognizable and non-bailable.



This is India’s first comprehensive central legislation on online gaming, resolving long-standing inconsistencies in state-level rules. It explicitly settles the debate of skill vs chance, banning all formats of money gaming, regardless of whether they are skill-based or chance-based. The Act encourages safe formats such as e-sports and social games while prohibiting harmful money gaming practices, through this it attempts to strike a balance by supporting India’s ambition to be a global gaming hub while protecting citizens from the risks of unregulated money games.

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