Parliament has passed the Promotion and Regulation of Online Gaming Bill, 2025. The legislation seeks to strike a critical balance between fostering innovation in the rapidly growing e-sports and casual gaming sectors while drawing a hard red line against online money games that have destroyed families, drained savings, and raised concerns over crime and terror financing.
The Bill, passed by both Houses, has received strong backing from Prime Minister Narendra Modi. In a post on X, he wrote:
“This Bill, passed by both Houses of Parliament, highlights our commitment towards making India a hub for gaming, innovation and creativity. It will encourage e-sports and online social games. At the same time, it will save our society from the harmful effects of online money games.”
This Bill, passed by both Houses of Parliament, highlights our commitment towards making India a hub for gaming, innovation and creativity. It will encourage e-sports and online social games. At the same time, it will save our society from the harmful effects of online money… https://t.co/t1iUuH9JP1
— Narendra Modi (@narendramodi) August 21, 2025
Union Minister for Electronics and IT Ashwini Vaishnaw, who piloted the Bill, explained in a detailed thread that the legislation takes a “balanced approach”: encouraging what is beneficial for society and prohibiting what has caused untold damage, particularly to India’s youth and middle class.
The Promotion and Regulation of Online Gaming Bill, 2025 passed by the Parliament.
The Bill takes a balanced approach – promoting what’s good, prohibiting what’s harmful for middle-class and youth.
Here’s a quick explainer 👇🧵 pic.twitter.com/q4Pthsrb2V
— Ashwini Vaishnaw (@AshwiniVaishnaw) August 21, 2025
Three Segments of Online Gaming Defined
The law brings long-overdue clarity by categorising online games into three distinct segments:
1. e-Sports – Promoted and Recognised
- Competitive, team-based digital games requiring training, reflexes, and strategy, much like cricket or football.
- For the first time, e-sports have been given legal recognition in Bharat.
- Government will roll out schemes and programs to promote e-sports as a professional sector.
- This recognition paves the way for e-sports to be treated on par with other organised sports, giving a boost to players, teams, and gaming infrastructure.
2. Online Social Games – Encouraged as Community Builders
- Games like Angry Birds, casual puzzles, card-based and brain games fall into this category.
- Recognised as safe, educational, and community-based platforms that encourage interaction and learning.
- Developers and creators of such games will be supported as part of Bharat’s growing creator economy and software innovation ecosystem.
3. Online Money Games – Outlawed Completely
Games involving betting or financial stakes, often marketed under the guise of “entertainment,” have been banned outright. The government cited their devastating consequences:
- Youth and children falling prey to addiction.
- Families ruined as middle-class savings vanished.
- Reports of fraud, credit card debt traps, and even suicides linked to online money gaming.
- Cases of money laundering and terror financing traced to gaming platforms.
- Misleading advertisements by celebrities creating false legitimacy.
“Crores of families have been destroyed by online money games. Middle-class savings have been wiped out. Thousands of complaints poured in from across India. This Bill is our answer,” Vaishnaw stated.
Victims Protected, Platforms Penalised
In a landmark provision, the law differentiates between players as victims and companies as perpetrators.
Players will not be punished for participating in online money games.
Instead, service providers, advertisers, and financial platforms facilitating such games will face penalties, including criminal action.
This victim-centric model reflects a strong message: addiction is not a crime, exploitation is.
Why the law was needed
For years, Bharat has grappled with a surge in online money gaming platforms that promised quick wins but delivered devastation. Parliamentary committees had been flooded with complaints:
- Parents reported children draining household savings to pay gaming debts.
- Middle-class families were pushed into bankruptcy by predatory platforms.
- Law enforcement flagged links between online gaming and hawala networks, fueling concerns of terror financing.
- Public health experts warned of a growing epidemic of digital gambling addiction among youth.
The government noted that protecting families outweighed revenue concerns. The ban on money games, despite being a loss to potential taxation, reflects a larger priority — welfare over profit.
Union Minister Vaishnaw highlighted that the Bill embodies PM Modi’s principle of governance: choosing people’s welfare over state revenues. “When it comes to choosing between society’s welfare and government revenue, PM Modi ji has always chosen middle-class families. This Bill follows the same principle,” Vaishnaw posted. The move aligns with the Modi government’s larger Digital Bharat vision: to nurture innovation and the creator economy while building strong guardrails against exploitation.
Implications for Bharat’s Future
The passage of this Bill is likely to have far-reaching effects:
- Boost to e-Sports: With legal recognition and government schemes, e-sports in India may witness exponential growth, potentially rivalling traditional sports in scale and recognition.
- Support for Game Creators: Developers of casual and social games will receive institutional support, encouraging the growth of Bharat’s indigenous game design and software industry.
- Curtailment of Predatory Platforms: By criminalising service providers and advertisers of online money games, the Bill targets the ecosystem that thrives on exploiting vulnerable citizens.
- Cleaner Digital Ecosystem: With terror financing and money laundering avenues cut off, the law strengthens both social safety and national security.


















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