Promotion and Regulation of Online Gaming Bill 2025
Source: PIB
GS II: Government policies and interventions for development in various sectors and issues arising out of their design and implementation
Overview

- News in Brief
- Promotion and Regulation of Online Gaming Bill 2025 Features
- Need for the Bill
- Initiatives to Counter the Risks of Online Gaming
Why in the News?
Promotion and Regulation of Online Gaming Bill, 2025, passed by the Parliament on 21st August 2025.
News in Brief
- Marks a landmark move to shield citizens from the menace of online money games while promoting and regulating other kinds of online games.
- This legislation is designed to curb addiction, financial ruin and social distress caused by predatory gaming platforms that thrive on misleading promises of quick wealth.
- It reflects the Government’s resolve to safeguard families while guiding the digital economy towards safe and constructive growth.
Promotion and Regulation of Online Gaming Bill 2025 Features
- Promotion and Recognition of E-Sports
- E-sports have been recognised as a legitimate competitive sport in India.
- The Ministry of Youth Affairs and Sports will prepare guidelines and standards for tournaments.
- Training academies, research centres and technology platforms will be set up to advance the sector.
- Incentive schemes and awareness programmes will also be launched to integrate e-sports into broader sports policies.
- Promotion of Social and Educational Games
- The Central Government has been given powers to recognise and register social games that are safe and age-appropriate.
- These games may focus on education, culture, or skills.
- Dedicated platforms will be developed to distribute such content.
- Awareness campaigns will highlight the positive role of these games in building digital literacy and encouraging healthy recreation.
- Prohibition of Harmful Online Money Games
- Bill imposes a complete ban on online money games.
- This applies to games of chance, games of skill, and those that combine both.
- Advertising and promotion of such games is strictly prohibited.
- Financial transactions related to these platforms cannot be processed by banks or payment systems.
- Authorities will also be empowered to block access to unlawful platforms under the Information Technology Act, 2000.
- Establishment of an Online Gaming Authority
- A national-level regulatory authority will be established, or an existing one may be designated for oversight.
- Its functions will include categorising and registering online games, deciding whether a game qualifies as a money game, and addressing public grievances.
- The Authority will issue guidelines, codes of practice and directions to ensure compliance.
- Offences and Penalties
- Strict punishments have been introduced.
- Offering or facilitating online money games can lead to imprisonment of up to three years and a fine of up to one crore rupees.
- Financial transactions linked to these games are also punishable with similar penalties.
- Advertising such games can attract a jail term of up to two years and a fine of up to fifty lakh rupees.
- Repeat offenders face harsher punishments, including imprisonment of up to five years and fines of up to two crore rupees.
- Offences under key provisions will be cognisable and non-bailable, which means police can arrest without a warrant and bail is not a right.
- Corporate and Institutional Liability
- Companies and their officers will be held accountable for offences.
- However, independent directors and non-executive directors, who are not involved in day-to-day decisions, will not be punished if they can show that they acted with due diligence.
- Powers of Investigation and Enforcement
- The Central Government may authorise officers to investigate, search and seize both digital and physical property linked to offences.
- In certain cases, officers will have the power to enter premises and make arrests without a warrant.
- Investigations will follow the provisions of the Bharatiya Nagarik Suraksha Sanhita, 2023, which governs criminal procedure in India.
- Rule-Making Powers
- The Central Government has the authority to frame rules for the promotion of e-sports and social games, the recognition and registration of online games, and the functioning of the Online Gaming Authority.
- It may also make rules on any other matter required under this law.
Need for the Bill
- The rapid spread of online money games has created serious risks for individuals, families and the nation.
- While digital technology has brought many benefits, these games have exploited loopholes in the law and caused deep social harm.
- An estimate, 45 crore people are negatively affected by online money games and face a loss of more than Rs. 20,000 crores because of it.
- The Government has acted to close these gaps and protect citizens.
- At the same time, the online gaming sector is one of the most dynamic and fast-growing segments of the digital and creative economy.
- India is emerging as a major game-making hub with rapidly developing capabilities.
- The sector offers immense opportunities for innovation, employment generation and global competitiveness.
- However, there is a lack of a coherent and enabling legal framework that can promote structured growth of the sector and allow responsible gaming practices to evolve.
- Urgent policy intervention was therefore required for the sector.
- Further, many gaming platforms operate from offshore jurisdictions.
- Regulating these platforms presents challenges in terms of extra-territorial jurisdiction and inter-state inconsistencies.
- It was therefore expedient for the Ministry of Electronics & Information Technology to legislate over the sector in terms of the Allocation of Business Rules.
Reason for the bill
- Addiction and financial ruin
- Mental health and Suicides
- Fraud and money laundering
- Threat to National Security
- Closing Legal Loopholes
- Encouraging healthy alternatives
How does the Bill benefit?
- Boost to the Creative Economy
- Empowering Youth
- A Safer Digital Environment
- Strengthening Global Leadership
Initiatives to Counter the Risks of Online Gaming
- Information Technology Act, 2000 and Related Rules
- Bharatiya Nyaya Sanhita, 2023
- Section 111 penalises unlawful economic activities and cybercrimes.
- Section 112 prescribes punishment for unauthorised betting and gambling.Offenders face a minimum of one year imprisonment, extendable up to seven years, along with fines.
- Consumer Protection Act, 2019
- National Cyber Crime Reporting Portal
- Central Consumer Protection Authority (CCPA)
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