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Govt bans real-money gaming, points to ₹20,000 crore yearly losses

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Govt bans real-money gaming, points to ₹20,000 crore yearly losses

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Govt bans real-money gaming, points to ₹20,000 crore yearly losses
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Athira Sethu

Kochi, 21 August 2025

The Indian government has made the decision to prohibit all kinds of online real-money gaming despite strong resistance from the gaming industry. As per an official source, about 45 crore Indians lose nearly ₹20,000 crore annually on these platforms.

The government termed real-money gaming a “major problem for society”, claiming that it causes financial losses, mental ailments, and even marital feuds. The Promotion and Regulation of Online Gaming Bill, 2025 was tabled and cleared in the Lok Sabha on Wednesday.

The source indicated that the decision was made prioritizing people’s well-being over money. The government anticipates losing revenue from this portion of the industry, yet feels the social damage is greater than the economic gain.

“All parliamentarians have raised an alarm regarding the negative impacts of money-based online betting. Between citizens’ well-being and revenue from one-third of the industry, the government has opted for welfare,” said the source.

What the Bill Encompasses

Ban on real-money gaming: No form of gaming or betting that will be done for cash will be permissible.

Promotion of e-sports: Money-free competitive gaming will be encouraged in a developing economy.

Encouragement of social gaming: Play games online for amusement without financial implications, and it will be encouraged.

Budget and authority: The government will allocate funds and establish an authority to favor e-sports and safe gaming.

Why the Ban?

The action follows months of parliamentary debates, where members in the different parties noted the addictive and hazardous nature of money gaming. Several proposed that the worst hit are youth and poor families who lose substantial amounts of money that they cannot replace.

It is the government’s view that the ban will shield vulnerable populations, alleviate financial loss, and bring a clearer distinction between “gaming for entertainment” and “gambling for money.”

What Next?

Although gaming firms are likely to appeal against the decision, it has been emphasized that the government’s top priority is social welfare over profitability. The new legislation is expected to transform the nation’s gaming industry, propelling it towards skill-based e-sports and community-oriented platforms rather than profit-based games.

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