Online Gaming Bill Exempts Gamers From Legal Liability: Vaishnaw

Online Gaming Bill Exempts Gamers From Legal Liability: Vaishnaw

Online Gaming Bill Exempts Gamers From Legal Liability: Vaishnaw

According to him, e-sports involve competitive gaming events and tournaments, online social gaming focuses on casual, interactive entertainment among players, while real-money games include skill-based platforms where participants can stake money. He emphasized that this structured categorization is essential for better regulation, growth opportunities, and safeguarding the interests of gamers across the country.

For the past three to four years, the government has been trying to work closely with the gaming industry to address rising concerns about online real-money games. Attempts were made to create frameworks such as a self-regulatory body and to push for greater transparency in algorithms that decide outcomes on these platforms. However, despite these efforts, no effective results emerged. Union Minister for Electronics and Information Technology, Ashwini Vaishnaw, acknowledged this in an exclusive conversation with Aashish Aryan, where he shed light on the new Promotion and Regulation of Online Gaming Bill, 2025.

What is the government’s intent behind the Bill?

According to Vaishnaw, the government’s primary goal is to strike a balance—encouraging the positive potential of the gaming sector while putting in place strong safeguards against its risks. This brings opportunities for innovation, jobs, and exports. But at the same time, it also poses social challenges, especially with addiction to real-money games,” he explained.

To make regulation more structured, the Bill classifies the sector into three distinct segments: e-sports, online social gaming, and real-money games. E-sports focus on competitive tournaments where professional gamers participate; online social gaming is largely about casual entertainment with friends and communities; and real-money games involve platforms where players stake actual money on skill-based outcomes.

While the first two categories are seen as relatively safe, the third has raised repeated concerns, ranging from financial losses to psychological addiction. The government believes that only a clear legal framework can help reduce these risks while giving industry players certainty about compliance.

Why was such a law necessary now?

Vaishnaw pointed out that earlier attempts at self-regulation did not bring the kind of accountability the government was expecting. That is why the government had to step in with a comprehensive law,” he said.

Instead, the onus will be on gaming companies to follow transparency norms, ensure fairness, and put in place safeguards against addiction. “Gamers should not live in fear of legal action for simply playing,” Vaishnaw assured.

With the new legislation, the government hopes to nurture the creative side of gaming while protecting millions of users from harmful practices.