Source: swadesi.com

Game Over? The Potential Ban on Money-Based Online Games in India and Its Far-Reaching Impact

By SwadesiNewsApp
2 min read
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On August 20, 2025, India’s Parliament tabled the Promotion and Regulation of Online Gaming Bill, 2025, proposing a blanket ban on all money-based online games, sparking intense debate about the future of the country’s $3.8 billion gaming industry. The bill, introduced by Union Minister Ashwini Vaishnaw, targets platforms like Dream11 and WinZO. It seeks to outlaw games involving monetary stakes, citing addiction and financial harm, while promoting e-sports. The legislation impacts India’s 500 million gamers nationwide. Passed by Lok Sabha, it awaits Rajya Sabha approval. Severe penalties, including up to three years’ imprisonment and ₹1 crore fines, aim to curb real-money gaming.

The Bill’s Core and Its Targets

The proposed legislation defines an “online money game” as any game—whether skill-based or chance-based—where players pay fees or deposit money expecting monetary rewards, explicitly excluding e-sports. It imposes a complete ban on operating, facilitating, or advertising such games, with penalties including up to three years in jail and ₹1 crore fines for operators, ₹50 lakh and two years for advertisers, and enhanced punishments for repeat offenders. Banks and financial institutions are barred from processing related transactions, effectively cutting off the financial lifeline of platforms like Dream11, My11Circle, and Junglee Games. The bill also establishes a national regulatory authority to categorize games and enforce compliance, protecting players from addiction and fraud.

Economic Fallout and Industry Pushback

India’s gaming sector, valued at $3.8 billion and projected to reach $9.2 billion by 2029, faces an existential crisis, as 86% of its revenue comes from real-money gaming. Industry bodies warn that the ban could shutter over 400 companies, eliminate 200,000 jobs, and erase ₹20,000 crore in annual GST revenue. Foreign investments worth ₹25,000 crore, fueling platforms like Games24x7 and Mobile Premier League, are at risk. Critics argue the ban could drive players to unregulated offshore platforms, increasing risks of fraud and money laundering while costing India’s digital economy. Social media reflects outrage, with posts lamenting, “This kills innovation and jobs for no reason.”

Social and Psychological Concerns

The government cites severe societal harms, including addiction, financial distress, and mental health issues like anxiety and depression, particularly among youth. Reports link excessive gaming to suicides and family ruin, with an estimated 45 crore Indians losing ₹20,000 crore annually to money-based games. The bill positions players as victims, sparing them penalties while targeting operators and promoters. It aligns with existing laws like the Bharatiya Nyaya Sanhita, 2023, and state bans in Tamil Nadu and Karnataka, aiming to protect vulnerable populations from manipulative game designs and predatory apps.

E-Sports and the Path Forward

While outlawing real-money games, the bill promotes e-sports and social games, recognizing competitive gaming as a legitimate sport. The Ministry of Youth Affairs and Sports will establish training academies and frameworks to nurture talent, while the Ministry of Electronics and IT will support educational and cultural games. This dual approach aims to foster a healthy gaming ecosystem, but the outright ban raises questions. Will it safeguard society or push gaming underground, harming India’s digital ambitions? As the bill awaits Rajya Sabha approval, the industry braces for a potential game over—or a pivot to new opportunities.

-By Manoj H

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