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

Authors

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

DOI:

https://doi.org/10.12724/ajss.76.4

Keywords:

Online Gaming Act 2025, E-Sports, Digital Policy, Real Money Gaming, Gaming Regulation, Digital Economy

Abstract

The Promotion and Regulation of Online Gaming Act, 2025, marks an important turning point in India’s digital policy landscape. It introduces a nationwide ban on real-money games in India, a major regulatory shock that has affected several companies and employment in the sector. The government claims that the bill is a safeguard to society against addiction, fraud, and social harm. We examine the gaming industry's growth potential in India, its economic contribution, and the implications of the ban, drawing on the experiences of China's restrictive model and Korea's success in E-Sports. Given the specific context of India, this Act may offer a regulatory approach that protects consumers, while ensuring sustainable growth practices for the country's online gaming economy.

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Jin, D. Y. (2010). Korea's online gaming empire. The MIT Press.

Mathrubhumi. (2025, September 20). The online gaming bill 2025: Online gaming ban. Mathrubhumi. https://www.mathrubhumi.com/news/ news-plus/the-online-gaming-bill-2025-online-gaming-ban-1.1086497 2

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%20of%20Chinese%20Gaming%20Industry%20and%20opportunities%20for%20Dutch%20companies.pdf

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.

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Published

2026-04-11