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Taxmann's Promotion and Regulation of Online Gaming Act 2025

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Promotion and Regulation of Online Gaming Act, 2025

[NO. 32 OF 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 insti-

*Dated 22-8-2025.

tutional 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:––

CHAPTER I PRELIMINARY

Short title, extent and commencement.

1. (1) This Act may be called the Promotion and Regulation of Online Gaming Act, 2025.

(2) It extends to the whole of India and also applies to online money gaming service offered within the territory of India or operated from outside the territory of India.

(3) It shall come into force on such date as the Central Government may, by notification in the Official Gazette, appoint.

Definitions.

2. (1) In this Act, unless the context otherwise requires,––

(a) “advertisement” shall have the meaning as assigned to it in the Consumer Protection Act, 2019 (35 of 2019);

(b) “Authority” means an Authority constituted under section 8;

(c) “e-sport” means an online game which––

(i) is played as part of multi-sports events;

(ii) involves organised competitive events between individuals or teams, conducted in multiplayer formats governed by predefined rules;

(iii) is duly recognised under the National Sports Governance Act, 2025 (25 of 2025), and registered with the Authority or agency under section 3;

(iv) has outcome determined solely by factors such as physical dexterity, mental agility, strategic thinking or other similar skills of users as players;

(v) may include payment of registration or participation fees solely for the purpose of entering the competition or covering administrative costs and may include performance-based prize money for the player; and

(vi) shall not involve the placing of bets, wagers or any other stakes by any person, whether or not such person is a participant, including any winning out of such bets, wagers or any other stakes;

Promotion and Regulation of Online Gaming Act 2025 – Bare Act with Section Notes

AUTHOR : Taxmann’s Editorial Board

PUBLISHER : Taxmann

DATE OF PUBLICATION : December 2025

EDITION : 2026 Edition

ISBN NO : 9789371263467

No. of Pages : 28

BINDING TYPE : Paperback

Rs. 75

DESCRIPTION

Promotion and Regulation of Online Gaming Act 2025 [Bare Act with Section Notes] by Taxmann provides the authentic text of the Act, accompanied by clear Section Notes that explain definitions, prohibitions, registration, liability, and enforcement. The Notes highlight the Act’s supportive framework for e-sports and online social games alongside the complete ban on online money games, including restrictions on advertising and payments. Readers gain quick insight into offences (cognisable/non-bailable), blocking powers, extraterritorial application, and company liability.

This book is intended for the following audience:

• In-house Legal, Compliance & Risk

• Banks, NBFCs, Payment Aggregators/TPAPs, Gateways, PSPs

• Regulators, Enforcement & Policy Units, SROs

• Game Studios/Publishers & Tournament Organisers

• Law Firms, CS, CA

• Academia & Students

The Present Publication is the 2026 Edition, covering the enacted text of the Promotion and Regulation of Online Gaming Act [Act No. 32 of 2025], with the following noteworthy features:

• [Authentic Statutory Text] Clean presentation for easy reference

• [Section Notes] Practitioner-oriented analysis of:

o Definitions (online game, online money game, social game, e-sport)

o Categorisation

 e-Sports & social games (regulated) vs money games (prohibited)

o Enforcement

 Cognisable & non-bailable offences, repeat penalties, corporate liability

o Payments ban for financial intermediaries (section 7)

o Advertising restrictions and surrogate risks (section 6)

o Blocking powers under section 14 read with the IT Act, section 69A

• [Comparative Insight] Tabular contrast of game categories, rules, and penalties

• [Cross-references] to IT Act, BNS 2023 & National Sports Governance Act 2025

• [Back Matter] Statement of Objects & Reasons, Financial Memorandum, Delegated Legislation, and Subject Index

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