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Proposals for industry body rejected, Centre to regulate e-gaming

Proposals for industry body rejected, Centre to regulate e-gaming
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Proposals for industry body rejected, Centre to regulate e-gaming

  • MeitY will now prepare a framework for permitting and certifying online games which involve money.
  • This means, the Government of India will act as a regulator for the online gaming sector rather than an industry-led self-regulatory organisation (SRO).

Rejection of Industry-Dominated SROs

  • As per IT rules, online real money games require approval from a regulatory body, while those without monetary involvement do not need regulation.
  • The government had notified the online gaming rules last year and had given 3-months to the industry to come up with proposals for SROs.
  • However, the proposals received were heavily dominated by gaming companies and their industry associations.
  • Therefore, MeitY rejected the SRO proposals emphasizing the need for a neutral regulatory body.

Different types of online gaming

  1. E-Sports
  • These are video games that were played privately or on consoles in video game stores in the 1990s
  • Now, they are played online in a structured manner between professional players, either individually or in teams.
  1. Fantasy sports
  • These are games in which the player selects a team of real sports players from several teams and earns points based on how well the players perform in real life.
  1. Online casual games
  • These could be skill-based, where the outcome is heavily impacted by mental or physical skill or chance-based
  • A game of chance may be considered as gambling if players bet money or anything of monetary value.

The Indian online gaming market

  • The online gaming industry grew exponentially during the Covid-19 pandemic.
  • The revenue of the Indian mobile gaming industry is expected to reach $5 billion in 2025.
  • The industry in the country grew at a Compound annual growth rate (CAGR) of 38% between 2017-2020, as opposed to 8% in China and 10% in the US.
  • India’s percentage of new paying users (NPUs) in gaming has been the fastest growing in the world.
    • With 40% in 2020 and expected to reach 50% in 2021.
  • According to a FICCI report, transaction-based games revenue increased by 26% in India, while the number of paying players increased from 80 million in 2020 to 95 million in 2021 (by 17%).

Prelims Takeaway

  • Online Gaming
  • Self-Regulatory Organisation (SRO)

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