From Boom to Ban: The Implications of India’s Online Gaming Act, 2025

Authors

  • Neeraj Kumar CHRIST (Deemed to be University), Bangalore, Karnataka, India
  • Maya K Department of Economics, CHRIST (Deemed to be University), Bangalore, Karnataka, India

Keywords:

Online Gaming Bill 2025, E-Sports, Digital Policy, Real Money Gaming (RMG), Gaming Regulation, Digital Economy

Abstract

The Online Gaming Act 2025, passed by the Central Government, introduces a nationwide ban on real-money games in India, reshaping a sector that provides employment to thousands and contributes significantly to the country's tax revenue. While the government claims that the bill is a safeguard to society against addiction, fraud, and social harm, it threatens investors' confidence as well as places around 1,00,000 jobs at risk. This article examines the gaming industry's growth potential, economic contribution, and the implications of the ban, drawing on the experiences of China's restrictive model and Korea's success in E-Sports. It advocates for a balanced regulatory approach that protects consumers while ensuring sustainable growth practices for the country's online gaming economy.

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Poddar, A. (2024). Innovation and Policy: Balancing Technological Advancements with Regulatory Frameworks in Indian Online Gaming. In Online Gaming in India (pp. 151-160). Chapman and Hall/CRC.

Tripathi, A., Mehta, K., & Solanki, U. (2025). Factors affecting growth of Console and PC Video Games in India and their comparison with Other Digital Entertainment Sources. European Economics Letters, 15(4).

World Health Organization. (2018). International Classification of Diseases 11th edition (ICD-11). https://icd.who.int/

Yoon, F. K. (2025). Hybridization of human resource management practices at South Korean online game firms: the effects of inter-organizational networks. Asia Pacific Business Review, 31(1), 90-111.

Published

2026-04-11