·The Hindu·15 marks·250–350 wordsPolityS&T

The PROG Act, 2025 tries to balance curbing harm from online money gaming with promoting e-sports. Critically examine.

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In this answer
  1. Strengths: Curbing harm
  2. Strengths: Promoting e-sports
  3. Weaknesses

Parliament passed the Promotion and Regulation of Online Gaming (PROG) Act in August 2025, and its Rules came into force on 1 May 2026. Together they sort games into three groups: online money games are prohibited, while e-sports and online social games are permitted [1]. The aim is balanced, but the way the law is built favours prohibition over promotion.

Strengths: Curbing harm

  • Scale of harm: The government estimated that about 45 crore people lost over ₹20,000 crore to money games [3].
  • Bright-line test: Any game with a fee or deposit played for money winnings is a money game, whether skill or chance [2]. This ends years of uncertainty over "skill versus chance".
  • Single regulator: The Online Gaming Authority of India decides what category each game falls in and registers it [1]. This gives clear answers.
  • Constitutional cover: Article 19(6) allows reasonable restrictions on trade in the public interest [5].

Strengths: Promoting e-sports

  • Legal recognition protects a market worth INR 232 bn (2024), which is projected to reach INR 316 bn by 2027 [1].
  • Sporting legitimacy: E-sports are linked to the National Sports Governance Act, 2025 [2].

Weaknesses

  • Blanket ban: Skill games such as rummy and fantasy sports, which courts had earlier treated as lawful, are now banned [2]. This is open to challenge under Article 19(1)(g) [5], and industry bodies warn of firm closures and job losses.
  • Untested evidence: The ₹20,000 crore figure is a ministerial estimate, not an independent study [3]. The middle path of strict licensing was never tried. A ban also risks pushing users to offshore platforms and loses tax revenue.
  • Two-gate bottleneck: A game must first get sports recognition and only then apply for registration, which takes about 90 days [4]. So promotion depends on how fast sports bodies act.
  • Concentrated discretion: A single classification decision can make or break a business [1].
  • Narrow lens: The law regulates types of games, not creative jobs. Developers of story-based games still need support under AVGC policy.

Overall, the Act protects users strongly but treats promotion as a side concern. The way forward is time-bound e-sports recognition, an independent study of harm, a review clause, and clear exemptions for skill-based tournaments, all linked to AVGC skilling. This would bring the Act in line with SDG 3 (health) and SDG 8 (decent work), so that safety and innovation move forward together.

Sources

  1. 1PIB Backgrounder on the Promotion and Regulation of Online Gaming Rules, 2026 (30 Apr 2026): Act and Rules timeline, three categories of games, market size, Online Gaming Authority's role
  2. 2The Promotion and Regulation of Online Gaming Act, 2025 (India Code): definition of an online money game regardless of skill or chance, e-sports recognition under the National Sports Governance Act, 2025
  3. 3PIB Backgrounder on the Promotion and Regulation of Online Gaming Bill, 2025: government estimate of about 45 crore people affected and over ₹20,000 crore lost
  4. 4Draft Promotion and Regulation of Online Gaming Rules, MeitY (Oct 2025): recognition first, then registration within about 90 days
  5. 5Constitution of India, Article 19(1)(g) and 19(6) (Legislative Department): right to trade and reasonable restrictions on it
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