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
- 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.
- 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.
- 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)

