The Promotion and Regulation of Online Gaming Bill 2025 India

In August 2025 India’s Parliament passed the Promotion and Regulation of Online Gaming Bill 2025 India. This new law bans all “online money games” – i.e. any internet-based games involving monetary stakes – while formally recognizing and promoting e-sports and social (non‑money) games . Its stated aim is a “balanced approach” to shield citizens (especially youth) from gambling-like online platforms, yet still foster skill-based gaming and the digital economy
Full Text of the Bill : Online Gaming Bill 2025 India
The complete text of Lok Sabha Bill No.110 of 2025 is available in the official Gazette (20 Aug 2025) and through legislative repositories. For example, PRS Legislative Research publishes the bill’s text. (As introduced, the Act’s long title explains its purpose to “promote and regulate” e-sports and social gaming while prohibiting online money gaming. In the enacted version, Sections 1–4 set definitions and developmental measures, Sections 5–7 impose the main prohibitions on money games, Section 8 establishes a regulator, and Sections 9–14 cover offences, penalties and enforcement.
Key Provisions
Ban on Money Games (Secs.5–7): The law makes it an offence to “offer, organise or facilitate” any online money game or online money gaming service. (An “online money game” is defined broadly as any internet game – skill‐based, chance‐based, or mixed – where a user pays fees or stakes for the chance to win monetary prizes. Advertising or promoting such games is also outlawed (Sec.6), and banks or payment providers must not process funds for them (Sec.7). In effect, all real-money gaming platforms (including fantasy‑sports contests, online rummy/poker, betting apps, etc.) are prohibited.
E‑sports and Social Games (Secs.3–4): By contrast, the Bill explicitly encourages e-sports and casual online games. Section 3 directs the government to recognize and register e-sports as legitimate competitive sports and to promote tournaments and training for them. Section 4 similarly provides for the recognition and support of “online social games” – i.e. skill-based games with no wagering (even if they have paid subscriptions). The intent is to “separate constructive digital recreation from betting, gambling and fantasy money games”
Regulatory Authority (Sec.8): The Centre may set up a new National Online Gaming Authority (or designate an existing body) to oversee the sector. The Authority’s powers include determining on request (or suo moto) whether a given online game counts as a banned “money game” or not, and “recognise, categorise and register” games. It can issue guidelines, handle player complaints, and coordinate with States to integrate e-sports into sports policy. Violations of Authority directives can incur penalties up to ₹10 lakh per offence, and may lead to suspension or cancellation of a game’s registration.
Offences and Penalties (Secs.9–14): Any person running or facilitating a banned money game faces up to 3 years imprisonment and fines up to ₹1 crore. The same penalties apply for unauthorized transactions of funds for such games (Sec.9). Advertisers face up to 2 years and ₹50 lakh fines. Repeat offences carry mandatory minimum terms (e.g. at least 3 years for a second money-game offence). Sections 10–12 make offences under Sec.5 and 7 cognizable/non-bailable, and hold company directors personally liable unless they can show due diligence. Section 14 authorizes the government to block non-compliant websites or apps under the IT Act
Other Provisions: The Act applies nationwide (using the Centre’s power over electronic commerce) and is meant to supersede state laws on online gambling. It also mandates any future rules on fees, appointments and procedural details (to be prescribed by the Central Government). Officials say the bill’s effective date will be notified later; some provisions (like the money-game ban) may apply immediately upon presidential assent, while draft rules are finalized
Specific Games and Categories Affected : Online Gaming Bill 2025 India
Real‑money gaming (all forms): Every online game played for money is banned, without distinguishing skill vs. chance. Media reports note this sweep explicitly covers fantasy-sports (e.g. Dream11-style contests), online poker, rummy, card games and betting apps. In short: betting or wagering games of any kind are outlawed.
Skill games with stakes: Traditionally exempt games (like fantasy cricket or poker, where skill is involved) lose that protection. The new definition treats them as “money games” if money is staked. Experts caution this change directly overrides earlier court rulings upholding skill games under Article 19(1)(g).gement
Casual/Social games: Games without stakes – even if they charge entry or subscription fees – remain legal. These “social games” are explicitly excluded from the ban, provided no winnings are paid out. The government will promote such games for entertainment, education or social engagement.
E‑sports competitions: Regulated and encouraged. Games played in organized tournaments (strategy titles, sports games, etc.) are defined separately as e-sports. They are not “money games” unless prize pools involve money wagering, so standard e-sports play (even with prize money) may continue under regulation. The bill envisions India hosting e-sports leagues and integrating them with national sports bodies
Legal and Regulatory Implications : Online Gaming Bill 2025 India
Penalties and Compliance: Game operators and platform owners must wind down any real-money contests or face criminal sanction. Companies caught violating the ban can be prosecuted (up to 3 years jail, ₹1 cr fine) and will likely lose licenses or registration. Even financial intermediaries (banks, online wallets) risk prosecution if they process payments for banned games (up to 3 years, ₹1 cr). Advertisers promoting money games face separate penalties.
Regulatory Authority: The new gaming regulator will have wide powers to classify games and issue rules. Companies may have to register their games (especially social and e-sports) and pay fees. Non-compliance with Authority orders can trigger administrative penalties (up to ₹10 lakh) or cancellation of registration. The Authority can also handle consumer complaints (online gaming fraud, addiction issues, etc.) under the Act
Federal vs State Jurisdiction: The Centre’s move marks a shift from fragmented state gambling laws to a uniform national policy. Since “betting and gambling” is a state subject, critics say the Centre’s override might invite judicial scrutiny. The government invokes its IT and interstate commerce powers, but legal experts expect challenges.
Enforcement: The government can invoke Section 69A of the IT Act to block access to any website or app that contravenes this law prsindia.org. Compliance with the ban will be monitored, and new rules (in drafting) may specify technical safeguards (age checks, spending limits, etc.) for games that remain legal.
Impacts on Users: Legally, Indian users will no longer be able to deposit money into any domestic online gaming platform. In practice, operators have announced shutdowns or pivots: e.g. Dream11 has ended all paid contests and is shifting to free-to-play models. Players may seek offshore sites or turn to purely social games. In the interim, the government and courts will likely define how strictly to enforce the law and whether any exemptions (e.g. low-stakes contests) are allowed.
Stakeholder Reactions : Online Gaming Bill 2025 India
- Government: Supporters in government stress social welfare. IT Minister Ashwini Vaishnaw warned of “serious social, financial, psychological” harms from online gambling, citing estimates that 450 million Indians lost over ₹20,000 crore on such platforms. He and other ministers argued the bill is needed to curb a “social evil” and protect families. Prime Minister Modi said it will “encourage e-sports and online social games” while saving society from the “harmful effects of online money games”. Parliament passed the bill swiftly (despite some opposition protest) with support from the ruling coalition; President Murmu gave assent on 22 Aug 2025, making it law
- Industry: Gaming companies and investors reacted with alarm. Industry groups – including the All India Gaming Federation, E-Gaming Federation and fantasy-sports lobby – jointly warned Home Minister Amit Shah that the ban would be a “death knell” for the sector. They estimate the legal gaming market employs ~200,000 people and had attracted tens of thousands of crores in investment; they fear the law will drive players to unregulated offshore sites. Major platforms immediately halted real-money offerings: Dream11 (valued ~$8b) stopped all paid contests and said it will “respect the law” by converting to free-to-play games. Games24x7 (My11Circle) and WinZO also suspended real-money operations and announced layoffs. Industry bodies have called for tax-and-regulate approaches instead, warning that outright prohibition hurts compliant companies while empowering rogue operators.
- Legal Experts: Lawyers predict immediate court challenges. Many note the law conflicts with longstanding precedents: Supreme Court rulings (e.g. RMD Chamarbaugwala, Lakshmanan) have held that predominantly skill-based games are not gambling. By lumping skill games into a blanket ban, the government has overridden those decisions. Experts argue this raises constitutional issues: gaming (betting/gambling) is a state subject under Article 246, and a total ban could violate Article 19(1)(g) (right to trade) if found “disproportionate”. As Nazneen Ichhaporia (ANB Legal) put it, “a blanket prohibition is open to being struck down as disproportionate and arbitrary”. Others (e.g. Vaibhav Kakkar, SAL) say the Centre may rely on its telecom/power to regulate online content, but such power is not absolute. Legal commentators also warn that if the law is enforced immediately, the industry could be “completely and utterly decimated” before any final judicial decision. In sum, most expect gaming companies to move to High Courts (and ultimately the Supreme Court) to seek relief.
Sources: Official Government statements and texts (Press Information Bureau, Gazette, PRS) prsindia.orgstatic.pib.gov.in; reports from Reuters, Hindustan Times, Times of India, Al Jazeera, The Economic Times and other Indian media. These outline the bill’s provisions, definitions, affected games, and stakeholder views as of August 2025.