Section 2 of The Promotion and Regulation of Online Gaming Act, 2025: Definitions.

The Promotion and Regulation of Online Gaming Act, 2025

  • Act 32 of 2025
  • Ministry of Electronics and Information Technology
About this Act

An Act to promote and regulate the online gaming sector including e-sports, educational games and social gaming; to provide for the appointment of an Authority for coordinated policy support, strategic development and regulatory oversight of the sector; to prohibit the offering, operation, facilitation, advertisement, promotion and participation in online money games through any computer resource, mobile device or the internet, particularly where such activities operate across State borders or from foreign jurisdictions; to protect individuals, especially youth and vulnerable populations, from the adverse social, economic, psychological and privacy-related impacts of such games; to ensure the responsible use of digital technologies; to maintain public order and protect public health; to safeguard the integrity of financial systems and the security and sovereignty of the State; to establish a uniform national level legal framework in the public interest; and for matters connected therewith or incidental thereto.

All sections
    (1) In this Act, unless the context otherwise requires,—
    (a) “advertisement” shall have the meaning as assigned to it in the Consumer Protection Act, 2019;
    (b) “Authority” means an Authority constituted under section 8;
    (c) “e-sport” means an online game which––
    (i) is played as part of multi-sports events;
    (ii) involves organised competitive events between individuals or teams, conducted in multiplayer formats governed by predefined rules;
    (iii) is duly recognised under the National Sports Governance Act, 2025, and registered with the Authority or agency under section 3;
    (iv) has outcome determined solely by factors such as physical dexterity, mental agility, strategic thinking or other similar skills of users as players;
    (v) may include payment of registration or participation fees solely for the purpose of entering the competition or covering administrative costs and may include performance-based prize money for the player; and
    (vi) shall not involve the placing of bets, wagers or any other stakes by any person, whether or not such person is a participant, including any winning out of such bets, wagers or any other stakes;
    (d) “internet” means the combination of computer facilities and electromagnetic transmission media, and related equipment and software, comprising the interconnected worldwide network of computer networks that transmits information based on a protocol for controlling such transmission;
    (e) “notification” means a notification published in the Official Gazette and the term “notify” shall be construed accordingly;
    (f) “online game” means any game, which is played on an electronic or a digital device and is managed and operated as a software through the internet or any other kind of technology facilitating electronic communication;
    (g) “online money game” means an online game, irrespective of whether such game is based on skill, chance, or both, played by a user by paying fees, depositing money or other stakes in expectation of winning which entails monetary and other enrichment in return of money or other stakes; but shall not include any e-sports;
    (h) “online money gaming service” means a service offered by a person for entering or playing the online money game;
    (i) “online social game” means an online game which—
    (i) does not involve staking of money or other stakes or participation with the expectation of winning by way of monetary gain in return of money or other stakes;
    (ii) may allow access through payment of a subscription fee or one-time access fee, provided that such payment is not in the nature of a stake or wager;
    (iii) is offered solely for entertainment, recreation or skill-development purposes; and
    (iv) is not an online money game or e-sport;
    (j) “other stakes” means anything recognised as equivalent or convertible to money and includes credits, coins, token or objects or any other similar thing, by whatever name called and whether it is real or virtual, which is purchased by paying money directly or by indirect means or as part of, or in relation to, an online game;
    (k) “person” includes—
    (i) an individual;
    (ii) a Hindu undivided family;
    (iii) a company;
    (iv) a firm;
    (v) an association of persons or a body of individuals, whether incorporated or not;
    (vi) the State; and(vii) every artificial juristic person, not falling within any of the preceding sub-clauses;
    (l) “prescribed” means prescribed by rules made under this Act;
    (m) “user” means any person who accesses or avails online game.
    (2) Words and expressions used but not defined in this Act but defined in the Information Technology Act, 2000 and rules made thereunder shall have the same meaning as respectively assigned to them in that Act and the said rules.

Notes

3. Vide Corrigenda to Act No. 32 of 2025, dated 28.8.2025, published in the Gazette of India, Extra., Pt. II, Sec. 1, dated 28.8.2025, in page 3 of Act No. 32 of 2025, dated 22.8.2025, line 21, for “by”, read “for”.

Source: Ministry of Electronics and Information Technology, Govt. of India (text with the Corrigenda of 28 August 2025). Check the official Gazette before relying on it in court. Not legal advice. Free legal aid: 15100 (NALSA) · Know your rights

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