The PROG Act, 2025 tries to balance curbing harm from online money gaming with promoting e-sports. Critically examine.
New · District CollectorCan you hold the district for 72 hours?Floods, a heatwave, an outbreak, a grievance queue. Take the decisions, see the consequences.Play →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
- 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
- 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
- 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
- 4Draft Promotion and Regulation of Online Gaming Rules, MeitY (Oct 2025): recognition first, then registration within about 90 days
- 5Constitution of India, Article 19(1)(g) and 19(6) (Legislative Department): right to trade and reasonable restrictions on it