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Cutting off online gaming with scissors of prohibition

Introduction

In a surprising move at the end of the Monsoon Session 2025, the Parliament passed the Promotion and Regulation of Online Gaming Act, 2025. The Act outlaws online real money games, citing societal harms such as addiction and financial ruin, while aiming to encourage e-sports. What makes this development significant is the abruptness of the ban, absence of stakeholder consultation, and the wiping out of a sunrise sector that had attracted heavy foreign investment and promised thousands of quality tech jobs.

The Fallout of the Ban

  1. Job Losses: The industry was projected to employ 1.5 lakh people by 2025 in programming, design, analytics, and customer support. The ban curtails these opportunities in a job-scarce economy.
  2. Revenue Sacrifice: Online real money games were expected to generate ₹17,000 crore in GST revenues, benefiting both Centre and States. The ban erases this fiscal opportunity.
  3. Investor Confidence: Sudden policy reversals discourage foreign direct investment (FDI), raising doubts about India’s policy stability.
  4. Innovation Slowdown: Online gaming sits at the intersection of technology, payments, and digital content, key drivers of Digital India. The ban risks stifling entrepreneurship and innovation.

Why Did the Government Ban Real Money Gaming?

  1. Societal Harm: The government argues online gaming has led to addiction, financial ruin, and behavioral issues comparable to drug dependence.
  2. Public Pressure: State-level cases of suicides and debt traps pushed policymakers to respond.
  3. Moral Positioning: The Centre framed the issue as a public health crisis requiring urgent intervention.

Could Regulation Have Been a Better Alternative?

  1. Responsible Gaming Tools: Platforms had developed age-gating, self-exclusion, deposit/time limits, KYC/AML checks, and bot-detection to promote safer gaming.
  2. International Practices: Globally, ethical advertising and technological safeguards regulate the sector rather than outright bans.
  3. State Frameworks: States like Tamil Nadu were experimenting with balanced regulatory frameworks, creating scope for a middle path.

Risks of the Ban

  1. Illegal Networks: Players may migrate to offshore and underground apps, which pay no taxes and are beyond Indian jurisdiction.
  2. Loss of Accountability: With regulated firms shut down, compulsive gamers are left vulnerable to fraud and unsafe practices.
  3. Federal Overreach: Betting and gambling fall under the State List; the Centre’s unilateral move undermines federalism.
  4. Constitutional Challenge: Article 19(1)(g) guarantees the Fundamental Right to practice any trade or business. The ban raises issues of proportionality and constitutional validity.

The Middle Ground

  1. Licensing System: Grant licenses to vetted firms with strict compliance norms.
  2. Clear Distinction: Differentiate between games of skill (legitimate) and games of chance (gambling).
  3. Taxation Regime: Ensure predictable and fair taxation, boosting both revenue and compliance.
  4. Capacity Building: Strengthen regulatory institutions instead of relying on prohibition.

Conclusion

The Promotion and Regulation of Online Gaming Act, 2025, highlights the clash between state paternalism and economic freedom. While societal concerns around addiction are real, prohibition is a blunt instrument that risks pushing activity underground, sacrificing jobs, revenues, and investor trust. A regulatory middle path could have safeguarded both citizens and India’s economic interests.

Value Addition

Understanding the Online Gaming Sector

  1. E-sports: Organised competitive digital sports requiring strategy, coordination, decision-making; emerging as a legitimate sport.
  2. Online Social Games: Casual, skill-based games for recreation, learning, or social interaction; considered safe with minimal social risks.
  3. Online Money Games: Involve financial stakes (chance/skill/mixed); linked to addiction, financial losses, money laundering, and suicides.

Game of Skill vs Game of Chance in India

Game of Skill

  1. Outcome depends predominantly on knowledge, training, strategy, or judgment.
  2. Examples: Chess, Rummy, Fantasy sports (judicially recognised in some cases).
  3. Legal Status: Judicially upheld as legitimate business activity, not gambling. Protected under Article 19(1)(g) (right to trade/profession).

Game of Chance

  1. Outcome depends mainly on luck or randomness, not player skill.
  2. Examples: Lotteries, Roulette, Dice-based betting.
  3. Legal Status: Considered gambling; regulated/prohibited by States (as per State List, Entry 34 of 7th Schedule).

Regulation in India

Judicial Precedents:

  1. R.M.D. Chamarbaugwala v. Union of India (1957) – distinguished games of skill from gambling.
  2. K.R. Lakshmanan v. State of Tamil Nadu (1996) – horse racing recognised as a game of skill.

Federal Context: Betting & gambling are State subjects; hence regulation differs across states.

Digital Loophole: Many online games operate in a grey zone → recent legislation like the Promotion and Regulation of Online Gaming Act, 2025 seeks to ban money games irrespective of skill/chance classification.

Promotion and Regulation of Online Gaming Acy, 2025

Why the Bill was Brought

  1. Addiction & Financial Ruin: 45 crore people affected; losses of over ₹20,000 crores due to online money games.
  2. Mental Health & Suicides: Financial distress linked to addiction resulted in suicides.
  3. Fraud & Money Laundering: Offshore platforms used for illegal financial flows.
  4. National Security Risks: Evidence of terror financing and illegal messaging.
  5. Closing Legal Loopholes: Existing gambling laws did not cover the digital domain.
  6. Balanced Approach: Distinguishes between exploitative money games and constructive e-sports/educational games.

Key Provisions of the Bill

  1. Applicability: Applies to all of India, including offshore platforms targeting Indian users.
  2. Promotion of E-Sports: Recognised as legitimate sport; guidelines by Ministry of Youth Affairs & Sports; incentives, training, research centres.
  3. Promotion of Social & Educational Games: Registration of safe, age-appropriate games; focus on skill-building, culture, education.
  4. Ban on Online Money Games: Complete prohibition on games involving stakes (chance/skill/mixed); advertising and transactions banned.
  5. Online Gaming Authority: National regulator to register/categorise games, issue guidelines, handle grievances.
  6. Strict Penalties:
    1. Offering money games → up to 3 years jail + ₹1 crore fine.
    2. Advertising → up to 2 years jail + ₹50 lakh fine.
    3. Repeat offences → up to 5 years jail + ₹2 crore fine.
  7. Corporate Liability: Company officers accountable; independent directors exempt if due diligence is shown.
  8. Powers of Enforcement: Search, seizure, and arrests without warrant under BNSS, 2023.

Complementary Measures Already in Place

  1. IT Act & Rules: Intermediaries must register; illegal platforms blocked (1,524 blocked between 2022–2025).
  2. Bharatiya Nyaya Sanhita, 2023: Sections 111 & 112 criminalise unlawful betting/cyber fraud.
  3. IGST Act, 2017: Offshore suppliers must register; GST Intelligence empowered to block non-compliant platforms.
  4. Consumer Protection Act, 2019: CCPA cracks down on misleading ads and celebrity endorsements.
  5. Advisories: MoIB & Education Ministry issued guidelines on safe gaming practices.
  6. Cybercrime Portal & Helpline (1930): Citizens enabled to report fraud and financial scams.
  7. International Reference: WHO: Recognises gaming disorder in ICD classification – loss of control, neglect of daily activities, continuation despite harm.

PYQ Relevance:

[UPSC 2020] Recent amendments to the Right to Information Act will have profound impact on the autonomy and independence of the Information Commission. Discuss.

Linkage: Both the RTI Amendments (2020) and the Online Gaming Bill (2025) highlight rising executive control at the cost of autonomy and federal balance. In RTI, the independence of Information Commissions was weakened; in Gaming, sweeping central powers risk arbitrariness and undermine states’ jurisdiction. Both raise questions of transparency, proportionality, and constitutional freedoms, showing a trend of centralisation in governance.

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