In August 2025, the Promotion and Regulation of Online Gaming Act, 2025 (“Act”) took the Indian gaming industry by surprise by outlawing all “online money games”, regardless of whether such games were games of skill or chance (more background to the Act here).
On 22 April 2026, the government issued several notifications to lay down the foundation of an online gaming regulatory framework in India. It notified the Promotion and Regulation of Online Gaming Rules, 2026 (“Rules”), and that the Rules and the Act (collectively, “Gaming Law”) will come into effect from 1 May 2026.
This article provides an overview of the key aspects of the Gaming Law.
The Parliament noted that online money games and related activities may “operate from offshore jurisdictions, bypassing domestic laws [and] presenting significant enforcement challenges in terms of extra-territorial jurisdiction”.
Accordingly, the Gaming Law has an express provision to give it extra-territorial effect: section 1 of the Act specifies that it extends to “online money gaming service offered within the territory of India or operated from outside the territory of India”.
The Gaming Law establishes the Online Gaming Authority of India (“Gaming Regulator”) to regulate online gaming in India.
The Gaming Regulator has powers that are similar to other regulatory authorities in India, including the power to:
The Gaming Law delineates online games into three categories:
| E-sports | Online social games | Online money games |
| E-sports are games played as part of multi-sports events, where players may pay registration fees and win prizes based on performance. Outcomes are determined purely by factors such as dexterity, agility, or strategic thinking. Examples include virtual tennis, virtual shooting, and virtual taekwondo. | Online social games are those games that may be accessible on payment of a subscription or one-time access fee, but where players have no expectation of monetary returns or stakes. | Online money games are where players deposit money or “other stakes”1 with the expectation of winning returns. These may be based on skill or chance. Online fantasy sports, online rummy, online poker, and online casino games played for stakes would fall into this category. |
| Registration requirement: Each e-sport must be registered with the Gaming Regulator. | Prohibition: There are broad prohibitions on “online money games” and activities related to such games (for instance, advertisements and payment services). | Registration requirement: Online social games may not have to register with the Gaming Regulator, unless a notification is issued in this regard. |
The Gaming Law forms the foundation of the regulatory framework for online games in India. However, there are several key requirements that are expected to be notified, for instance, on:
In order to obtain a registration with the Gaming Regulator, an applicant must submit an application with the following details:
The form in which these details need to be submitted will be notified in due course.
Upon receipt of an application, the Gaming Regulator will determine whether the online game is a game of skill or a game of chance. In making this determination, the Gaming Regulator will consider factors such as:
Once a game is registered, the Gaming Regulator will issue a certificate of registration with a unique registration number. This certificate may remain valid for up to 10 years, unless surrendered, suspended or cancelled earlier. Suspension or cancellation may occur on several grounds, including where the game has changed in a way that makes it an online money game, repeated non-compliance with the Gaming Regulator’s directions, withdrawal of sports recognition in the case of e-sports, false statements in the application, non-payment of penalties, or violation of applicable law.
Gaming service providers must prominently display details of their determination or registration and must not misrepresent games as determined or registered unless that status genuinely exists.
The Gaming Law establishes a three-tier grievance redressal system.
At the first level, each entity offering an online social game or an e-sport must establish a grievance redressal mechanism.
At the second level, if a user is dissatisfied with the gaming service provider’s resolution, or if no resolution is provided, the user may approach the Gaming Regulator.
At the third level, if a user is dissatisfied with the Gaming Regulator’s resolution, the user may prefer an appeal to the Secretary to the Government of India in the Ministry of Electronics and Information Technology.
The Gaming Law prescribes stringent penalties.
Offering or facilitating online money games or providing payment services to online money games may lead to fines of up to INR 1 crore, imprisonment of up to 3 years, or both. Advertisements of online money games may attract fines of up to INR 50 lakhs, imprisonment of up to two years, or both.
While deciding the quantum or nature of penalty, the Gaming Regulator will consider factors such as:
Unlike most other jurisdictions, India seeks to implement a specific regulatory framework for “e-sports” and “online social games”, while outrightly prohibiting “online money games” and “online money gaming services”.
With the notification of the Rules, India’s gaming regulatory framework has started to take shape and is inching closer to formalisation. At the same time, the framework lacks specific compliance requirements as of date, and the industry must keep an eye out for what the government or the Gaming Regulator notify in due course.
The government’s initiative to promote online social games and e-sports remains laudable, and it will be interesting to see how an industry that has globally remained unregulated at large adapts to regulatory requirements in India.
[1] In the context of “online money games”, the expression “other stakes” is defined expansively to mean: “anything recognised as equivalent or convertible to money and includes credits, coins, token or objects or any other similar thing, by whatever name called and whether it is real or virtual, which is purchased by paying money directly or by indirect means or as part of, or in relation to, an online game.” The manner in which “other stakes” are defined gives the Gaming Law a deliberately wide anti-circumvention sweep.
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