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Vedika Pandey is a public policy expert working with Koan Advisory Group, New Delhi.
May 1, 2026 at 9:25 AM IST
The central government has notified the Promotion and Regulation of Online Gaming Rules under the Promotion and Regulation of Online Gaming Act, released in August last year. The Act and the Rules will come into force on May 1.
This Act bans chance-based games, a ₹ 230 billion industry, and also regulates social games and e-sports. Social games are those played for entertainment or skill development, and may include subscription-based models. E-sports are defined as organised, multiplayer, skill-based competitions registered under the National Sports Governance Act.
Between Apple’s App Store and Google Play, there are over 500,000 games available for download. Most of these are social games. This number does not account for PC and console titles. India has around 650 million smartphone users and over 500 million active gamers. This is the scale of the market the government now seeks to regulate.
Regulation by Exception
The final rules do away with an earlier draft’ provision that allowed social games to voluntarily register with an online gaming authority under the Ministry of Electronics and IT. Most social game providers would have felt compelled to register to prove legitimacy in a heavily scrutinised market. A lighter-touch regulatory model is sure to bring them relief.
However, exemption from registration does not mean escaping regulatory attention. The factors that can trigger a government notification requiring a game or category to register are very broad, and include user harm, scale of participation, volume of financial transactions, country of origin, and whatever else the authority deems necessary in public interest, with no defined thresholds.
The exemption makes sense. Whether it holds depends on how lightly the government treads with the powers it has kept for itself.
E-sports have to mandatorily register with the gaming authority. However, the Ministry of Youth Affairs and Sports is the nodal authority for e-sports, creating a potential friction. For instance, e-sports providers need to also register under the National Sports Governance Act. This translates to two distinct registrations across two ministries with separate timelines, which is not ideal for a start-up dominated ecosystem.
But there is a bigger challenge than dual registration. Unlike cricket or football, e-sports has no internationally recognised governing body. At the same time, India requires e-sports titles to be associated with a National Sports Federation, which in turn must be affiliated with an international federation. This is a glaring lacuna in an already fragmented regulatory framework.
Moreover, unlike traditional sports, e-sports titles are privately owned by developers who control rules and formats. A government-recognised federation cannot compel a publisher to cooperate. Therefore, while the law presumes that federations govern the sport, control rests with publishers. All the Asian Games recognised e-sports are owned and operated by global majors.
Ad-hocRegulation
The new framework defers almost every obligation to future government directions, including data retention, payment verification, user safety, and even who to contact. Registration requirements can be added at any time, by notification alone, on grounds as vague as public interest.
In effect, the executive has preserved the ability to expand requirements as its perception of risk evolves, without clarifying those requirements upfront. This design projects control, reinforced by the Authority’s shift to a government-anchored body, rather than the independent corporate form envisaged in the earlier draft.
The framework is toughest where it costs the least to be tough. Domestic operators carry the full compliance burden. Offshore gambling services, the bigger risk by far, carry almost none. No Indian address, no local payment channel, no regulator with actual leverage over them. Indian users remain well within their reach.
In 2023, the government proposed a self-regulatory model where industry bodies would certify games. This system was criticised for potential institutional bias and unpredictability. That model has been replaced, but the underlying concern remains.
Instead of uncertainty about what an industry body might decide, companies now face uncertainty about what the government might notify next, and when. The locus of unpredictability has shifted from industry to the executive.
The shift from voluntary to no registration for social games is a good sign. It suggests that the government is willing to recalibrate to ensure ease of business and reflects a pragmatic acknowledgement of enforcement and regulatory capacity constraints in low-risk segments.
This goodwill only goes so far. E-sports is caught between two ministries with institutional frameworks that are not interoperable by design. A market living under regulatory suspense cannot plan ahead, let alone grow.