The Promotion and Regulation of Online Gaming Act, 2025
Chapter II DEVELOPMENT AND RECOGNITION
Chapter II DEVELOPMENT AND RECOGNITION
3. Recognition and promotion of e-sport.
- (1) The Central Government shall take steps as it considers necessary to recognise and register e-sports with the Authority or agency, as the case may be, as a legitimate form of competitive sport in India and to promote and develop e-sports.
- (2) Without prejudice to the generality of sub-section (1), such steps may include—
- (a) formation of guidelines and standards for the organisation and conduct of e-sports events;
- (b) establishment of training academies, research centres and other institutions dedicated to advancement of e-sports;
- (c) introduction of incentive schemes, awareness campaigns and public outreach programmes to encourage innovation and establishment of new enterprises to create e-sport technology platforms;
- (d) coordination with State Governments and recognised sporting federations for integration of e-sports within broader sporting policy initiatives; and
- (e) such other measures which are necessary to promote the sector, as may be prescribed.
Chapter II DEVELOPMENT AND RECOGNITION
4. Recognition and development of online social games.
- (1) The Central Government shall take steps as it considers necessary to recognise, categorise and register online social games with the Authority or agency, as the case may be, and facilitate the development and availability of online social games for recreational and educational purposes.
- (2) Without prejudice to the generality of sub-section (1), such steps may include—
- (a) creation of mechanism for the registration of online social games;
- (b) creation of platforms or programmes to support the development and distribution of online social games;
- (c) supporting initiatives aimed at increasing public access to safe and age-appropriate social gaming content;
- (d) undertaking awareness programmes to highlight the positive use of social games for recreation, skill-development and digital literacy;
- (e) coordination with State Governments and educational or recreational institutions for promotion of social gaming as part of broader digital engagement strategies; and
- (f) such other measures which are necessary to promote the sector, as may be prescribed. CHAPTER III PROHIBITION
Chapter II DEVELOPMENT AND RECOGNITION
5. Prohibition of online money game and online money gaming service.
- (1) No person shall offer, aid, abet, induce or otherwise indulge or engage in the offering of online money game and online money gaming service.
Chapter II DEVELOPMENT AND RECOGNITION
6. Prohibition of advertisement related to online money game.
No person shall make, cause to be made, aid, abet, induce, or otherwise be involved in the making or causing to be made any advertisement, in any media including electronic means of communication, which directly or indirectly promotes or induces any person to play any online money game or indulge in any activity promoting online money *[game].
Chapter II DEVELOPMENT AND RECOGNITION
7. Prohibition of transfer of fund.
No bank, financial institution, or any other person facilitating financial transactions or authorisation of funds shall engage in, permit, aid, abet, induce or otherwise facilitate any transaction or authorisation of funds towards payment for any online money gaming service.
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In page 5, line 27, of Act No.32 of 2025, for the word “gaming”, read “game”, Vide Corrigenda dated 28.8.2025, published in the Gazette of India, Extraordinary, Part. II, Sec.1.
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