New Delhi: In a transformative step toward regulating the digital entertainment sector, the Indian Parliament has passed the Promotion and Regulation of Online Gaming Bill, 2025, a landmark legislation that bans real money gaming (RMG) while promoting e-sports and online social games. Approved by both the Lok Sabha and Rajya Sabha within 72 hours, the bill now awaits President Droupadi Murmu’s assent to become law. Spearheaded by Union Minister for Electronics and Information Technology Ashwini Vaishnaw, the bill addresses pressing societal concerns while fostering innovation in safer gaming segments.
Online Gaming Bill 2025

Legislative Journey and Constitutional Backing
Introduced in the Lok Sabha with the President’s recommendation under Articles 117(1) and 117(3) of the Constitution of India, the bill adheres to protocols for financial bills, which involve expenditure from the Consolidated Fund of India or qualify as money bills under Article 110. These provisions ensure that such legislation is introduced only in the Lok Sabha with presidential approval, highlighting its fiscal and societal significance.
The Lok Sabha passed the bill on August 20, 2025, via voice vote, despite some opposition slogans. Minister Vaishnaw urged unanimous support, emphasizing that Prime Minister Narendra Modi has consistently prioritized societal welfare over government revenue. “When it comes to society and government revenue, our Prime Minister has always chosen society,” he said, underscoring the bill’s protective intent.
The Rajya Sabha followed suit on August 21, 2025, approving the bill clause-by-clause amid opposition protests over unrelated “vote theft” allegations. CPI(M) MPs John Brittas and V. Sivadasan proposed amendments, but these were not recorded, as ruled by Deputy Chairman Harivansh. The rapid passage through both houses reflects the government’s urgency to address the harms of online money gaming.
Objectives and Key Provisions
The Promotion and Regulation of Online Gaming Bill, 2025 aims to establish a robust legal framework to regulate, promote, and encourage the online gaming sector while ensuring a safe and responsible digital environment. Its primary objectives include driving innovation, fostering economic growth, and protecting vulnerable populations—particularly youth—from the adverse social, economic, psychological, and privacy-related impacts of harmful gaming practices.
The bill categorizes online games into three distinct segments:
- E-Sports: Competitive games played in organized, multi-sport events, where outcomes depend on physical dexterity and mental agility. These games emphasize skill and strategy, fostering team-building and cultural exchange.
- Online Social Games: Platforms like Solitaire, Chess, and Sudoku, offered solely for entertainment, recreation, or skill development, with no stakes or monetary rewards involved.
- Online Money Games: Games involving fees, deposits, or stakes with the expectation of monetary or other enrichment, regardless of whether they are based on skill, chance, or both. E-sports are explicitly excluded from this category.
A cornerstone of the legislation is the absolute prohibition of online money games, including their operation, advertisement, and related financial transactions by banks or institutions. This ban targets platforms that facilitate pay-to-play, stakes-based gaming, which have been linked to addiction, financial distress, and other societal harms.
To support legitimate gaming, the bill mandates the government to promote and develop e-sports and online social games. It also proposes the establishment of a dedicated Online Gaming Authority (or the designation of an existing body) to provide coordinated policy support, strategic development, and regulatory oversight for the sector.
Stringent Penalties and Enforcement Mechanisms
The bill imposes severe penalties on service providers, advertisers, promoters, and financial supporters of online money games, while explicitly sparing players from legal consequences. Violations related to offering or facilitating such games carry penalties of up to three years imprisonment and/or a fine of up to Rs 1 crore. Advertising offenses attract up to two years imprisonment and/or fines up to Rs 50 lakh, with repeat offenses escalating to three to five years imprisonment and fines up to Rs 2 crore. Key offenses are classified as cognizable and non-bailable, signaling a zero-tolerance approach.
To ensure compliance, the bill empowers authorized officers to conduct investigations, search premises, seize digital or physical property linked to offenses, and make arrests without warrants in cases of suspected violations. This robust enforcement framework underscores the government’s commitment to eradicating real money gaming.
Societal and Economic Concerns Driving the Ban
Introducing the bill, Minister Vaishnaw described online money gaming as a “public health menace” that has devastated families and led to suicides due to addiction. He cited alarming statistics: an estimated 45 crore people lose around Rs 20,000 crore annually in online games. Issues such as opaque algorithms, financial fraud, cheating, money laundering, and even terror financing have compounded the problem, necessitating urgent action.
“Problems due to online money games have led to several families being destroyed,” Vaishnaw told the Rajya Sabha, likening the issue to malpractices like chit funds. He emphasized that the bill’s prohibition is non-negotiable, distinguishing it from other IT Ministry laws like the Digital Personal Data Protection Act, 2023, and the Information Technology (Intermediary Guidelines and Digital Media Ethics Code) Rules, 2021, which involved prolonged industry consultations. “With a prohibition, you can’t do consultations,” he stated, signaling swift enforcement.
The government plans to issue a “short” notification post-enactment to bring the law into force immediately, bypassing the delayed timelines of previous regulations. The Ministries of Youth Affairs and Sports and Information and Broadcasting will lead efforts to promote e-sports, ensuring a positive channel for gaming enthusiasm.
Industry Impact and Market Reactions
The bill’s passage has sent shockwaves through the real money gaming industry, threatening the revenue models of major players like Dream11, Mobile Premier League (MPL) parent Galactus Funware Technology Pvt. Ltd., PokerBaazi, and Adda52. These firms face the prospect of their primary revenue streams evaporating overnight. Probo, an opinion trading platform allowing wagers on event outcomes, called the bill “unfortunate” and announced the suspension of its real money gaming product. The industry has appealed to Home Minister Amit Shah for reprieve, but the government remains resolute.
Market reactions reflect the uncertainty. Nazara Technologies Ltd., with a 46.07% stake in Moonshine Technologies Private Limited (PokerBaazi), saw its shares dip 2% on August 21, accumulating a 15% decline since the bill’s introduction. The company clarified in a bourse filing that it has no direct exposure to RMG, and Moonshine’s revenues do not impact its financial statements. Similarly, Delta Corp Ltd., owner of Adda52, recorded a 3.14% share dip on the same day.
Promoting E-Sports and Social Gaming
While the bill cracks down on real money gaming, it actively promotes e-sports and online social games as legitimate and beneficial. Vaishnaw highlighted e-sports’ role in fostering strategic thinking, team-building, and cultural exchange, and praised social games for their educative and entertaining value. The proposed Online Gaming Authority will play a pivotal role in developing these sectors, ensuring they contribute to economic growth and digital innovation.
Broader Context and Concurrent Developments
The bill’s passage coincides with other significant national developments. On August 22, 2025, Prime Minister Modi is set to visit Bihar and West Bengal to launch multiple development projects. Indian Railways has announced 380 Ganpati Special trains to ensure smooth travel during festivities. The Election Commission has appointed two observers for the upcoming Vice Presidential election, and Punjab Police recently busted an inter-state mule account racket, arresting four individuals.
Conclusion
The Promotion and Regulation of Online Gaming Bill, 2025 represents a bold step toward a safer digital future for India. By banning online money games and their ecosystem while promoting e-sports and social games, the legislation prioritizes public welfare and responsible innovation. As it heads to President Murmu’s desk, the bill signals a new era for the gaming industry, balancing strict regulation with opportunities for growth in legitimate segments. With rapid enforcement on the horizon, India is poised to redefine its digital entertainment landscape.
Frequently Asked Questions (FAQs)
1. What is the Promotion and Regulation of Online Gaming Bill, 2025?
The Promotion and Regulation of Online Gaming Bill, 2025 is a landmark legislation passed by the Indian Parliament to regulate the online gaming sector. It aims to promote e-sports and online social games while imposing a complete ban on online money games, including their operation, advertisement, and related financial transactions. The bill establishes a legal framework to foster innovation, ensure economic growth, and protect citizens, especially youth, from the adverse social, economic, psychological, and privacy-related impacts of real money gaming.
2. What are the key categories of online games defined in the bill?
The bill categorizes online games into three segments:
- E-Sports: Competitive games played in organized, multi-sport events, relying on physical dexterity and mental agility.Online Social Games: Games like Solitaire, Chess, and Sudoku, offered for entertainment, recreation, or skill development without monetary stakes.
Online Money Games: Games involving fees or stakes with the expectation of monetary or other enrichment, based on skill, chance, or both (excluding e-sports).
2. What are the key categories of online games defined in the bill?
The bill categorizes online games into three segments:
- E-Sports: Competitive games played in organized, multi-sport events, relying on physical dexterity and mental agility.Online Social Games: Games like Solitaire, Chess, and Sudoku, offered for entertainment, recreation, or skill development without monetary stakes.
Online Money Games: Games involving fees or stakes with the expectation of monetary or other enrichment, based on skill, chance, or both (excluding e-sports).
3. What penalties does the bill impose for violations related to online money games?
The bill imposes strict penalties on service providers, advertisers, promoters, and financial supporters of online money games, but not on players. Violations for offering or facilitating such games can lead to up to three years imprisonment and/or a fine of up to Rs 1 crore. Advertising offenses carry up to two years imprisonment and/or fines up to Rs 50 lakh, with repeat offenses escalating to three to five years imprisonment and fines up to Rs 2 crore. Key offenses are cognizable and non-bailable.
4. How will the government enforce the ban on online money games?
The bill empowers authorized officers to investigate, search premises, seize digital or physical property linked to offenses, and make arrests without warrants in cases of suspected violations. A “short” notification will be issued post-enactment to enforce the law immediately, unlike previous IT Ministry laws that involved prolonged consultations. The government aims for swift implementation to curb real money gaming effectively.
5. How does the bill promote e-sports and online social games?
The bill mandates the government to promote and develop e-sports and online social games, recognizing their potential for strategic thinking, team-building, cultural exchange, and educational value. It proposes the establishment of a dedicated Online Gaming Authority (or designation of an existing body) to provide coordinated policy support, strategic development, and regulatory oversight, ensuring these segments contribute to innovation and economic growth.