Is drawing a regulatory line between 'games of entertainment' and 'money games' enough to protect consumers? Discuss.
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The Promotion and Regulation of Online Gaming (PROG) Act, 2025, along with its Rules in force from 1 May 2026, divides gaming into two groups. Online money games are prohibited, while e-sports and online social games are permitted [1]. An official estimate says 45 crore people lost over ₹20,000 crore to money games [2]. The line is a necessary first filter, but it does not fully protect consumers on its own.
How the line protects consumers
- The test is stakes, not skill. The ban covers games of chance, skill or both. This closes the "skill game" loophole used by paid rummy and fantasy apps [2].
- The money trail is cut off. Advertising is banned, banks cannot process these transactions, and unlawful platforms can be blocked under the IT Act, 2000 [2].
- Classification uses objective factors. The Online Gaming Authority of India looks at stakes, the revenue model and whether in-game assets can be cashed outside the game [1].
- It targets the biggest risk. 77% of 2024 revenue came from transaction-based games [1].
Why the line alone falls short
- Harm can occur without money. WHO classifies gaming disorder as a health condition [2], so "safe" social games can still be addictive.
- Some spending falls in grey zones. In-app purchases and loot-box-style features may escape the money-game test while still drawing spending from minors.
- Offshore operators are hard to reach. Many platforms run from abroad [2]. Between 2022 and June 2025, 1,524 betting sites and apps were blocked, which shows how widespread evasion is [2].
- The ban must be proportionate. A total ban has to meet Article 19(6)'s test of "reasonable restrictions" on trade.
Safeguards needed alongside the line
- Safety by design: age verification, time limits, parental controls and counselling support [1].
- Grievance redress: a two-tier appeal with 30-day timelines [1].
- Curbs on ads and fraud: CCPA action against surrogate ads, and the 1930 cybercrime helpline [2].
- Digital literacy: Ministry of Education guidelines for parents and teachers [2].
In short, the entertainment–money line rightly targets the most harmful segment. Real protection also needs safe game design, action against offshore operators and quick grievance redress. Regular, evidence-based reviews of the Rules, guided by Article 21's right to health and SDG 3.4 on mental well-being, can make the framework both protective and supportive of innovation.
Sources
- 1PIB Backgrounder – "A New Era of Online Gaming Governance": Promotion and Regulation of Online Gaming Rules, 2026 (30 Apr 2026): three categories, Rules in force 1 May 2026, the 77% transaction-based revenue share, the Authority's classification factors, user-safety features, and the two-tier grievance mechanism
- 2PIB Backgrounder – Promotion and Regulation of Online Gaming Bill, 2025 (21 Aug 2025): 45 crore affected and over ₹20,000 crore lost, the ban covering skill and chance, payment, advertising and IT Act blocking powers, WHO gaming disorder, offshore platforms, 1,524 blocked apps, CCPA, the 1930 helpline, and Ministry of Education guidelines