The Promotion and Regulation of Online Gaming Act, 2025
Administered by. Ministry of Electronics and Information Technology · Other Acts of 2025
Preamble
THE PROMOTION AND REGULATION OF ONLINE GAMING ACT, 2025
ACT NO. 32 OF 2025
[22nd August, 2025.]
An Act to promote and regulate the online gaming sector including e-sports, educational games and social gaming; to provide for the appointment of an Authority for coordinated policy support, strategic development and regulatory oversight of the sector; to prohibit the offering, operation, facilitation, advertisement, *[promotion] and participation in online money games through any computer resource, mobile device or the internet, particularly where such activities operate across State borders or from foreign jurisdictions; to protect individuals, especially youth and vulnerable populations, from the adverse social, economic, psychological and privacy-related impacts of such games; to ensure the responsible use of digital technologies; to maintain public order and protect public health; to safeguard the integrity of financial systems and the security and sovereignty of the State; to establish a uniform national-level legal framework in the public interest; and for matters connected therewith or incidental thereto.
WHEREAS the online gaming sector has rapidly evolved into one of the most dynamic and fastest-growing segments of the digital and creative economy, offering significant opportunities for innovation, cognitive development, employment generation, technological advancement and global competitiveness;
AND WHEREAS India possesses a large and growing pool of young professionals with technological capabilities and rapidly expanding domestic market, which together enable the country to assume a leadership role in the global online gaming value chain;
AND WHEREAS the online gaming ecosystem comprises diverse segments, including e-sports, casual and social games, educational games and online money games, and is currently operating in the absence of a dedicated institutional and legal framework necessary for strategic coordination, capacity building, common infrastructure, research and responsible innovation;
AND WHEREAS the lack of a coherent and enabling legal framework has hindered the sector’s structured development and the promotion of responsible gaming practices, requiring urgent policy intervention and support mechanisms;
AND WHEREAS the parallel proliferation of online money games accessible through mobile phones, computers and the internet, and offering monetary returns against user deposits has led to serious social, financial, psychological and public health harms, particularly among young individuals and economically disadvantaged groups;
AND WHEREAS such games often use manipulative design features, addictive algorithms, bots and undisclosed agents, undermining fairness, transparency and user protection, while promoting compulsive behaviour leading to financial ruin;
AND WHEREAS platforms offering online gaming system are often aggressively marketed through pervasive advertising campaigns, including celebrity and influencer endorsements, thereby amplifying their reach and impact especially among the youth and vulnerable groups;
AND WHEREAS the unchecked expansion of online money gaming services has been linked to unlawful activities including financial fraud, money-laundering, tax evasion, and in some cases, the financing of terrorism, thereby posing threats to national security, public order and the integrity of the State;
AND WHEREAS considering the deleterious and negative impact of online money games on the individuals, families, society and the nation and given the technical aspects including the very nature of the electronic medium used for online money games, the algorithms applied and the national and transnational networks involved therein;
AND WHEREAS many such services operate from offshore jurisdictions, bypassing domestic laws, undermining state-level regulations, and presenting significant enforcement challenges in terms of extra-territorial jurisdiction and inter-State inconsistencies;
AND WHEREAS it is expedient in the public interest for the Union Government to assume legislative competence over the online gaming sector to ensure the creation of a secure, structured and innovation-friendly digital environment, while addressing the associated risks to public health, consumer safety, public morality and financial sovereignty;
AND WHEREAS it is necessary to clearly delineate and categorise the various forms of online games and to provide a tailored legal framework to govern each sub-sector of the industry appropriately.
BE it enacted by Parliament in the Seventy-sixth Year of the Republic of India as follows:---
What this Act covers
Summary of Promotion and Regulation of Online Gaming Act, 2025
The Act promotes e-sports and online social games, prohibits online money games, and seeks to ensure consumer protection, responsible gaming, and a safe digital gaming ecosystem while preventing gambling, fraud, and financial harm.
Key Provisions
1. Promotion of E-Sports and Online Social Games
• Recognition of E-Sports: Recognises and promotes e-sports as a legitimate competitive sporting activity.
• Development of Online Social Games: Encourages the growth and regulation of online social games through a structured legal framework.
2. Prohibition of Online Money Games
• Ban on Money Games: Prohibits online games involving betting, wagering, or monetary stakes.
• Advertising Restrictions: Prohibits advertisements promoting online money games or related gaming services.
3. Regulatory Authority
• Establishment of Authority: Establishes an Online Gaming Authority of India to regulate and oversee the online gaming sector.
• Licensing and Compliance: The Authority is empowered to monitor compliance, issue directions, and enforce the provisions of the Act.
4. Consumer Protection and Financial Safeguards
• Protection of Users: Provides safeguards against fraud, addiction, and unfair gaming practices.
• Restriction on Fund Transfers: Prohibits financial transactions relating to prohibited online money games and mandates compliance with applicable financial laws.
Sections
Type to filter. 20 sections.
- 1Short title, extent and commencement
- 2Definitions
- 3Recognition and promotion of e-sport
- 4Recognition and development of online social games
- 5Prohibition of online money game and online money gaming service
- 6Prohibition of advertisement related to online money game
- 7Prohibition of transfer of fund
- 8Establishment of an Authority
- 9Penalty for contravention
- 10Cognizance of offences
- 11Offences by companies
- 12Non-compliance by any other person
- 13Compliance with direction of Central Government
- 14Blocking of online money gaming service
- 15Power to investigate offences
- 16Search and seizure of property
- 17Protection of action taken in good faith
- 18Act not in derogation of any other law
- 19Power of Central Government to make rules
- 20Power to remove difficulties
Legislative history
Legislative History: The Promotion and Regulation of Online Gaming Act, 2025 Source: Official Record of Parliament, India Code, and Ministry of Electronics and Information Technology Act Title - The Promotion and Regulation of Online Gaming Act, 2025 Act Number - Act No. 32 of 2025 Act ID (India Code) - 202532 Presidential Assent date - August 22, 2025 Enforcement Date - August 22, 2025 Nodal Ministry - Ministry of Electronics and Information Technology Precedent & Historical Rationale ● Blanket Ban on Online Money Games & Financial Controls: Establishes a comprehensive prohibition on offering, operating, advertising, or facilitating online money games (covering both games of skill and games of chance). It bars financial institutions and payment gateways from processing transactions for prohibited platforms to curb addiction, predatory practices, and financial distress. ● Institutional Framework & E-Sports Promotion: Creates a statutory distinction between prohibited money gaming and permissible digital entertainment, establishing the Online Gaming Authority of India as a centralized regulator to classify, register, and promote e-sports and casual social games. Parliamentary Trajectory & Enactment ● Formulation: Drafted and introduced by the Ministry of Electronics and Information Technology (MeitY) to create a uniform, national-level legal framework for regulating digital gaming and safeguarding consumers. ● Parliamentary Passage: Introduced and passed by the Lok Sabha on August 20, 2025, and subsequently passed by the Rajya Sabha on August 21, 2025. ● Presidential Assent: Received the assent of the President of India on August 22, 2025. ● Enforced: Enforced on August 22, 2025.
Related Acts
Source and method. Compiled from the enactments of Parliament and of the State legislatures as published on India Code, and republished together with commentary and other original matter under section 52(1)(q)(ii) of the Copyright Act, 1957. Structured, cross-referenced and maintained by eCourtsIndia. Every one of the 20 sections of this Act has its own page. This page is not a substitute for legal advice.