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Online gaming Bill puts no liability on gamers

21 Aug 2025
2 min

Government's Engagement with the Gaming Industry

The government has attempted to engage with the gaming industry to address the rising addiction to online real money games by proposing solutions such as a self-regulatory body and ensuring algorithm transparency. However, these efforts have been unsuccessful over the past three to four years.

Promotion and Regulation of Online Gaming Bill, 2025

  • The Bill distinguishes three segments within the online gaming sector:
    • e-sports
    • online social gaming
    • real-money games
  • The aim is to promote e-sports and online social gaming to position India as a game-making hub utilizing the country's creative, cultural, and technological capabilities.
  • The Bill addresses the serious negative societal impacts of real-money games, such as suicides and financial losses for middle-class families across political ideologies.

Past Attempts to Regulate the Industry

  • The government tried to collaborate with the industry to create a self-regulatory framework. 
  • However, these attempts did not succeed in curbing addiction or improving algorithm transparency.

Promotion of e-sports and Social Gaming

  • An authority will be established to oversee and promote e-sports and social gaming.
  • The first Indian Institute of Creative Technologies (IICT) is being set up in Mumbai, with plans for more such institutes to channel the creative energies of youth into the creative economy.

Impact on Gamers

Gamers affected by online real-money games are considered victims and hence, are not liable under the Bill. However, advertisers, financial service providers, and gaming service providers for real-money games do have liabilities.

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