President Assents To Online Gaming Bill 2025
- Blog|News|Company Law|
- 2 Min Read
- By Taxmann
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- Last Updated on 25 August, 2025

The Promotion and Regulation of Online Gaming Act, 2025 No. 32 of 2025
1. Growth of India’s Online Gaming Sector
India’s online gaming industry has experienced exponential growth, driven by the widespread availability of affordable internet services and smartphones. While e-sports and educational games present significant opportunities for innovation, employment, and skill development, the rise of online money gaming has triggered serious concerns. Issues such as financial losses, gambling addiction, fraud, and even national security risks—particularly affecting youth and vulnerable sections of society—have made regulation imperative.
2. Introduction of the Online Gaming Bill, 2025
To address these challenges, the Promotion and Regulation of Online Gaming Bill, 2025 was introduced in the Lok Sabha on 20 August 2025, passed by the Rajya Sabha on 21 August 2025, and received the President’s assent on 22 August 2025, thereby becoming law. The legislation creates a two-sided framework that actively promotes e-sports and social games while imposing a strict prohibition on money games. The Act applies nationwide and has extra-territorial reach, extending to offshore platforms accessible in India.
3. Classification of Games and Provisions
The law provides clarity by classifying online games into three categories—e-sports, social games, and money games. E-sports are recognised as competitive, skill-based sports with official recognition, prize money allowances, and integration into national sports policy, though betting remains banned. Social games, including recreational and educational formats, may charge access fees but cannot involve monetary stakes. Money games—whether based on chance or skill—are categorically prohibited. The Act also bans advertisements for money games, including celebrity endorsements and influencer promotions, to curb visibility and prevent youth exploitation.
4. Regulatory Oversight and Support Mechanisms
The legislation establishes a Central Regulatory Authority to oversee the sector. This body will register and recognise legitimate games, set standards for e-sports, classify games into permitted or prohibited categories, and conduct investigations into violations. In addition, the government will support the development of safe social and educational games, encourage training academies for e-sports, and promote awareness programs on digital literacy and safe gaming. Collectively, these measures aim to strike a balance between fostering innovation in the gaming industry and safeguarding public interest.
Click Here To Read The Full Act
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