THE PROMOTION AND REGULATION OF ONLINE GAMING ACT, 2025

AS INTRODUCED IN LOK SABHA
Bill No. 110 of 2025
THE PROMOTION AND REGULATION OF ONLINE GAMING
BILL, 2025
A
BILL
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.
WHEREAS the online gaming sector has rapidly evolved into one of the most
dynamic and fastest-growing segments of the digital and creative economy, offering
significant opportunities for innovation, cognitive development, employment
generation, technological advancement and global competitiveness;
2
Short title,
extent and
commencement.
AND WHEREAS India possesses a large and growing pool of young
professionals with technological capabilities and rapidly expanding domestic
market, which together enable the country to assume a leadership role in the global
online gaming value chain;
AND WHEREAS the online gaming ecosystem comprises diverse segments,
including e-sports, casual and social games educational games and online money
games, and is currently operating in the absence of a dedicated institutional and legal
framework necessary for strategic coordination, capacity building, common
infrastructure, research and responsible innovation;
AND WHEREAS the lack of a coherent and enabling legal framework has
hindered the sector’s structured development and the promotion of responsible
gaming practices, requiring urgent policy intervention and support mechanisms;
AND WHEREAS the parallel proliferation of online money games accessible
through mobile phones, computers and the internet, and offering monetary returns
against user deposits has led to serious social, financial, psychological and public
health harms, particularly among young individuals and economically
disadvantaged groups;
AND WHEREAS such games often use manipulative design features, addictive
algorithms, bots and undisclosed agents, undermining fairness, transparency and
user protection, while promoting compulsive behaviour leading to financial ruin;
AND WHEREAS platforms offering online gaming system are often aggressively
marketed through pervasive advertising campaigns, including celebrity and
influencer endorsements, thereby amplifying their reach and impact especially
among the youth and vulnerable groups;
AND WHEREAS the unchecked expansion of online money gaming services has
been linked to unlawful activities including financial fraud, money-laundering, tax
evasion, and in some cases, the financing of terrorism, thereby posing threats to
national security, public order and the integrity of the State;
AND WHEREAS considering the deleterious and negative impact of online
money games on the individuals, families, society and the nation and given the
technical aspects including the very nature of the electronic medium used for online
money games, the algorithms applied and the national and transnational networks
involved therein;
AND WHEREAS many such services operate from offshore jurisdictions,
bypassing domestic laws, undermining state-level regulations, and presenting
significant enforcement challenges in terms of extra-territorial jurisdiction and
inter-State inconsistencies;
AND WHEREAS it is expedient in the public interest for the Union Government
to assume legislative competence over the online gaming sector to ensure the
creation of a secure, structured and innovation-friendly digital environment, while
addressing the associated risks to public health, consumer safety, public morality
and financial sovereignty;
AND WHEREAS it is necessary to clearly delineate and categorise the various
forms of online games and to provide a tailored legal framework to govern each
sub-sector of the industry appropriately;
BE it enacted by Parliament in the Seventy-sixth Year of the Republic of India
as follows:––
CHAPTER I
PRELIMINARY

  1. (1) This Act may be called the Promotion and Regulation of Online Gaming
    Act, 2025.
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    (2) It extends to the whole of India and also applies to online money gaming
    service offered within the territory of India or operated from outside the territory of
    India.
    (3) It shall come into force on such date as the Central Government may, by
    notification in the Official Gazette, appoint.
  2. (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 by 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;
    Definitions.
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    Recognition and
    promotion of
    e-sport.
    (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.
    CHAPTER II
    DEVELOPMENT AND RECOGNITION
  3. (1) The Central Government shall take steps as it considers necessary to
    recognise and register e-sports with the Authority or agency, as the case may be, as
    a legitimate form of competitive sport in India and to promote and develop e-sports.
    (2) Without prejudice to the generality of sub-section (1), such steps may
    include—
    (a) formation of guidelines and standards for the organisation and
    conduct of e-sports events;
    (b) establishment of training academies, research centres and other
    institutions dedicated to advancement of e-sports;
    (c) introduction of incentive schemes, awareness campaigns and public
    outreach programmes to encourage innovation and establishment of new
    enterprises to create e-sport technology platforms;
    (d) coordination with State Governments and recognised sporting
    federations for integration of e-sports within broader sporting policy
    initiatives; and
    (e) such other measures which are necessary to promote the sector, as
    may be prescribed.
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  4. (1) The Central Government shall take steps as it considers necessary to
    recognise, categorise and register online social games with the Authority or agency,
    as the case may be, and facilitate the development and availability of online social
    games for recreational and educational purposes.
    (2) Without prejudice to the generality of sub-section (1), such steps may
    include—
    (a) creation of mechanism for the registration of online social games;
    (b) creation of platforms or programmes to support the development and
    distribution of online social games;
    (c) supporting initiatives aimed at increasing public access to safe and
    age-appropriate social gaming content;
    (d) undertaking awareness programmes to highlight the positive use of
    social games for recreation, skill-development and digital literacy;
    (e) coordination with State Governments and educational or recreational
    institutions for promotion of social gaming as part of broader digital
    engagement strategies; and
    (f) such other measures which are necessary to promote the sector, as
    may be prescribed.
    CHAPTER III
    PROHIBITION
  5. No person shall offer, aid, abet, induce or otherwise indulge or engage in
    the offering of online money game and online money gaming service.
  6. No person shall make, cause to be made, aid, abet, induce, or otherwise be
    involved in the making or causing to be made any advertisement, in any media
    including electronic means of communication, which directly or indirectly promotes
    or induces any person to play any online money game or indulge in any activity
    promoting online money gaming.
  7. No bank, financial institution, or any other person facilitating financial
    transactions or authorisation of funds shall engage in, permit, aid, abet, induce or
    otherwise facilitate any transaction or authorisation of funds towards payment for
    any online money gaming service.
    CHAPTER IV
    AUTHORITY ON ONLINE GAMING
  8. (1) The Central Government may, by notification, constitute an Authority
    consisting of a Chairperson and such number of other Members or designate any
    existing Authority or Authorities or any agency to assist it in performing any of the
    functions under this Act.
    (2) The Central Government may vest the Authority or agency, as the case
    may be, with all or any of the following powers, namely:––
    (a) to determine, on the receipt of an application from any person
    offering an online game or on suo motu basis, whether a particular online game
    is an online money game or otherwise, after making such inquiry as it deems
    necessary;
    (b) to recognise, categorise and register online games in such manner as
    may be prescribed; and
    (c) such other powers and functions as may be prescribed.
    Recognition and
    development of
    online social
    games.
    Prohibition of
    online money
    game and online
    money gaming
    service.
    Prohibition of
    advertisement
    related to online
    money game.
    Prohibition of
    transfer of fund.
    Establishment of
    an Authority
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    Penalty for
    contravention.
    (3) Every person offering, organising or facilitating any online game shall
    comply with the directions, orders, guidelines or codes of practice issued by the
    Central Government or the Authority or agency in discharge of their functions under
    this Act.
    (4) The Central Government may prescribe the following, namely:––
    (a) composition and qualification for appointment of Chairperson and
    Members;
    (b) salary, allowances payable to them and their term of office;
    (c) disqualification for appointment and continuation as Chairperson and
    Members;
    (d) resignation by Members and filling of vacancy;
    (e) proceedings of the Authority;
    (f) officers and employees of the Authority;
    (g) powers to be exercised by the Chairperson;
    (h) handling of complaints and grievances related to online games
    including manner of inquiry; and
    (i) any other matter to further the objective of this Act.
    (5) The Authority or agency, as the case may be, may respond to the
    complaints relating to online games which are prejudicial to the interests of users,
    forwarded either in writing or in electronic mode.
    CHAPTER V
    OFFENCES AND PENALTIES
  9. (1) Any person who offers online money gaming service in contravention
    of section 5 shall be punished with imprisonment for a term which may extend to
    three years or with fine which may extend to one crore rupees or with both.
    (2) Any person who makes or causes to make advertisement in any media, in
    contravention of section 6, shall be punished with imprisonment for a term which
    may extend to two years or with fine which may extend to fifty lakh rupees or with
    both.
    (3) Any person who engages in any transaction or authorisation of funds in
    contravention of section 7 shall be punished with imprisonment for a term which
    may extend to three years or with fine which may extend to one crore rupees or with
    both.
    (4) If any person convicted of an offence under sub-section (1) or
    sub-section (3) is again convicted of an offence under the same provision, he shall
    be punished with imprisonment for the second and for every subsequent offence for
    a term which shall not be less than three years, but may extend to five years and
    shall also be liable to fine which shall not be less than one crore rupees, but may
    extend to two crore rupees.
    (5) If any person convicted of an offence under sub-section (2) is again
    convicted of an offence under the same provision, he shall be punished with
    imprisonment for the second and for every subsequent offence for a term which
    shall not be less than two years, but may extend to three years and shall also be liable
    to fine which shall not be less than fifty lakh rupees, but may extend to one crore
    rupees.
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  10. Notwithstanding anything contained in the Bharatiya Nagarik Suraksha
    Sanhita, 2023, offences under section 5 and section 7 shall be cognizable and
    non-bailable.
  11. (1) Where an offence has been committed by a company, every person
    who, at the time the offence was committed was in charge of, and was responsible
    to, the company for the conduct of that part of the business of the company as well
    as the company, shall be liable to be proceeded against and punished accordingly.
    (2) Nothing contained in sub-section (1) shall render any such person liable to
    be proceeded against and punished accordingly under this Act, if he proves that the
    offence was committed without his knowledge or that he had exercised all due
    diligence to prevent the commission of such offence.
    (3) Notwithstanding anything contained in sub-section (1), where an offence
    under this Act has been committed by a company and it is proved that the offence
    has been committed with the consent or connivance of, or is attributable to any
    neglect on the part of any director, manager, secretary or other officer of the
    company, such director, manager, secretary or other officer shall be deemed to be
    guilty of the offence and shall be liable to be proceeded against and punished
    accordingly:
    Provided that nothing in this sub-section shall hold an independent director or
    a non-executive director of a company who is not involved in the actual decision
    making, liable for such offence.
    Explanation.—For the purposes of this section, the expressions—
    (a) “company” means a body corporate, and includes—
    (i) a firm; and
    (ii) an association of persons or a body of individuals whether
    incorporated or not; and
    (b) “director”, in relation to—
    (i) a firm, means a partner in the firm;
    (ii) any association of persons or a body of individuals, means any
    member controlling its affairs thereof.
  12. (1) Any person who fails to comply with any direction or order issued by
    the Central Government or the Authority or agency under sub-section (3) of
    section 8 shall be liable to penalty which may extend to ten lakh rupees or may
    include suspension or cancellation of registration, and prohibition from offering,
    facilitating or promoting such games for such period as may be determined by the
    Central Government or the Authority.
    (2) No action under sub-section (1) shall be taken without giving an
    opportunity of being heard.
    CHAPTER VI
    MISCELLANEOUS
  13. Every person shall comply with any direction issued by the Central
    Government in relation to online money gaming services.
  14. In case of failure to comply with the provisions of section 5, section 6 and
    section 7, notwithstanding anything contained in this Act or in section 69A of the
    Information Technology Act, 2000, any information generated, transmitted,
    received or hosted in any computer resource in relation to online money gaming
    service shall be liable to be blocked for access by the public in such manner as
    provided in that Act.
    Cognizance of
    offences.
    Offences by
    companies.
    Non-compliance
    by any other
    person.
    Compliance with
    direction of
    Central
    Government.
    Blocking of
    online money
    gaming service.
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    Power to
    investigate
    offences.
    Search and
    seizure of
    property.
    Protection of
    action taken in
    good faith.
    Act not in
    derogation of
    any other law.
    Power of Central
    Government to
    make rules.
  15. Notwithstanding anything contained in this Act or in any other law for the
    time being in force, the Central Government may, by notification, authorise any
    officer or class of officers of the Central Government, Authority or State
    Government to exercise the powers of investigation in respect of offences under
    this Act.
  16. (1) Notwithstanding anything contained in the Bharatiya Nagarik Suraksha
    Sanhita, 2023, any officer authorised under section 15 may enter any place, whether
    physical or digital, and search and arrest without warrant any person found therein
    who is reasonably suspected of having committed or of committing or of being
    about to commit any offence under this Act.
    (2) Where any person is arrested under sub-section (1) by an officer other than
    a police officer as referred to in sub-section (1), such officer shall, without
    unnecessary delay, take or send the person arrested before a magistrate having
    jurisdiction in the case or before the officer-in-charge of a police station.
    (3) The provisions of the Bharatiya Nagarik Suraksha Sanhita, 2023 shall,
    subject to the provisions of this section, apply, so far as may be, in relation to any
    entry, search or arrest made under this section.
    Explanation.—For the purposes of this section, “any place” shall include any
    premises, building, vehicle, computer resource, virtual digital space, electronic
    records or electronic storage device and the officer may, if necessary, gain access to
    such computer resource, virtual digital space, electronic records or electronic
    storage device by overriding any access control or security code, where such code
    thereof is not available.
  17. No suit, prosecution or other legal proceedings shall lie against the Central
    Government or the Authority or any officer of the Central Government or any
    member, officer or other employees of the Authority for anything which is done in
    good faith or intended to be done under this Act or the rules made thereunder.
  18. The provisions of this Act shall be in addition to, and not in derogation of
    the provisions of any other law for the time being in force and in case of any
    inconsistency of this Act with any other Act, the provisions of this Act shall, to the
    extent of such inconsistency, have overriding effect over any such Act.
  19. (1) The Central Government may, by notification, make rules to carry out
    the provisions of this Act.
    (2) Without prejudice to the generality of the foregoing powers, such rules
    may provide for all or any of the following matters, namely:––
    (a) such other measures as may be necessary to promote the sector
    relating to e-sports under clause (e) of sub-section (2) of section 3;
    (b) such other measures as may be necessary to promote the sector
    relating to online social gaming under clause (f) of sub-section (2) of
    section 4;
    (c) the manner of recognising, categorising and registering online games
    under clause (b) of sub-section (2) of section 8;
    (d) such other powers and functions relating to powers of the Authority
    or agency under clause (c) of sub-section (2) of section 8;
    (e) any other matter which is required to be, or may be, prescribed, or in
    respect of which provision is to be or may be made by rules.
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    (3) Every rule made by the Central Government shall be laid, as soon as may
    be after it is made, before each House of Parliament, while it is in session, for a total
    period of thirty days which may be comprised in one session or in two or more
    successive sessions, and if, before the expiry of the session immediately following
    the session or the successive sessions aforesaid, both Houses agree in making any
    modification in the rule, or both Houses agree that the rule should not be made, the
    rule shall thereafter have effect only in such modified form or be of no effect, as the
    case may be; so, however, that any such modification or annulment shall be without
    prejudice to the validity of anything previously done under that rule.
  20. (1) If any difficulty arises in giving effect to any provisions of this Act, the
    Central Government may, by order published in the Official Gazette, make such
    provisions not inconsistent with the provisions of this Act as may be necessary or
    expedient for removing the difficulty.
    (2) No order under sub-section (1) shall be made after the expiry of a period
    of two years from the date of the commencement of this Act.
    (3) Every order made under this section shall, as soon as may be after it is
    made, be laid before each House of Parliament.
    Power to remove
    difficulties.
    STATEMENT OF OBJECT AND REASONS
    The unprecedented expansion of information and communication
    technologies in recent years has resulted in the emergence of new forms of digital
    entertainment and competitive participation, most prominently in the form of online
    gaming. These activities have become an important means of engagement for the
    youth of the country.
  21. The online gaming sector has emerged as one of the fastest-growing
    components of the creative economy, contributing significantly to innovation,
    employment generation and export earnings. India possesses a large pool of skilled
    young professionals, strong technological capabilities and a rapidly growing
    domestic market, which together provide an opportunity for the country to assume
    a leadership role in the global value chain of online gaming.
  22. At present, the online gaming sector ecosystem has multiple segments.
    These include e-sports; online social games including casual games; and education
    games; and online money games. The sector operates without a dedicated
    institutional mechanism for strategic support, co-ordination and capacity building.
    The absence of an enabling legal framework has adversely impacted the sector’s
    assured growth, development of common infrastructure, provision of specialised
    training and research in emerging technologies in the sector. Therefore, there is an
    urgent need to establish a structured mechanism for policy formulation, stakeholder
    engagement and facilitation of development of the sector in a transparent and
    coherent manner.
  23. Parallelly, the unchecked and widespread proliferation of online money
    games which readily accessible through mobile devices, computers, and the internet,
    and offering monetary returns in exchange for deposited funds has led to grave
    social, economic, and psychological consequences across the country. These
    platforms often promote compulsive and addictive behaviour, resulting in financial
    ruin, mental health disorders, and increasing incidents of fraud and exploitation.
  24. A significant number of young persons and economically vulnerable
    individuals have been adversely impacted by the seamless availability of these
    games, driven by the low cost of internet access, the ubiquity of mobile and
    computing devices, and the ease of app-based participation. This problem is further
    exacerbated by aggressive promotional campaigns, including the use of celebrity
    endorsements, which enhance the appeal and reach of such platforms.
  25. The algorithms used in online money games are often opaque and may be
    designed to manipulate user engagement surreptitiously. These games can also be
    operated by bots or undisclosed agents, undermining fairness and transparency.
    Reports and studies, both national and international, have highlighted the strong
    association between such games and compulsive behaviours, psychological distress,
    financial hardship, and the disruption of family and social life, thereby posing a
    serious public health risk.
  26. Beyond the individual, the proliferation of online money games had
    deleterious affect on families, society, and the economy. In certain cases, these
    platforms have been linked to illegal activities including money-laundering,
    financial fraud, the financing of terrorism, and use as messaging platform for
    terrorist and terrorist organisations, thereby affecting the security and sovereignty
    of the State.
  27. A plethora of online money gaming service providers operating from
    offshore locations often circumvent state-specific regulations, evade taxation, and
    create enforcement challenges pertaining to extra-territorial concerns for domestic
    authorities and has raised complex challenges with respect to user safety, consumer
    protection, cross-border operations, and inter-State regulatory inconsistencies.
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  28. Considering the deleterious and negative impact of online money games on
    the individuals, families, society and the nation as outlined in the foregoing
    paragraphs and given the technical aspects including the very nature of the
    electronic medium used for online money games, the algorithms applied and the
    national and transnational networks involved, it is prudent and practical in the
    interest of general public to completely prohibit the activity of online money
    gaming, rather than attempts to regulation.
  29. In light of the scope of the development of online gaming sector on one
    hand, it requires support and facilitation for an upright growth and on the other hand
    due to increasing social, financial, and regulatory risks posed to the interest of the
    general public by the online money gaming sector, including those relating to
    consumer protection, public health, public order, and national security, it is
    expedient in the public interest for the Union Government to assume control over
    this emerging industry.
  30. There is a need to clearly delineate and categorise the different types of
    online games that are being offered and also to ensure that an appropriate enabling
    and legal framework is created to address the issues and concerns of each of the
    sub-sectors of online gaming.
  31. Accordingly, the Bill proposes to establish a robust legal framework, not
    only prohibit online money gaming in the country but also to regulate, promote and
    encourage the sector for innovation and economic growth and ensure a developed,
    safe and responsible digital environment for all citizens.
    NEW DELHI; ASHWINI VAISHNAW.
    The 19th August, 2025.
    PRESIDENT’S RECOMMENDATION UNDER ARTICLE 117 OF THE
    CONSTITUTION OF INDIA
    [Letter No. CLDG/13/2025-CL and DG dated 19 August, 2025 from
    Shri Ashwini Vaishnaw, Minister of Railways, Information & Broadcasting
    and Electronics & Information Technology to the Secretary General,
    Lok Sabha]
    The President, having been informed of the subject matter of “the Promotion
    and Regulation of Online Gaming Bill, 2025”, recommends the introduction of the
    Bill in Lok Sabha under article 117(1) of the Constitution and recommends to
    Lok Sabha the consideration of the Bill under article 117(3) of the Constitution.


FINANCIAL MEMORANDUM
Clause 8 of the Bill provides for the establishment of an Authority to regulate
online gaming. The Bill if enacted would involve about fifty crore rupees towards
initial capital expenditure and twenty crore rupees annually towards recurring
expenditure from the Consolidated Fund of India. The expenditure is not
quantifiable at this stage as the structure of the Authority and other aspects are not
final.
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MEMORANDUM REGARDING DELEGATED LEGISLATION
Clause 19 of the Bill seeks to empower the Central Government to make rules
to carry out the provisions of the Bill. Sub-clause (2) of the said clause specifies the
matter in respect of which rules may be made. These matters include––(a) such other
measures as may be necessary to promote the sector relating to e-sports under
clause (e) of sub-section (2) of section 3; (b) such other measures as may be
necessary to promote the sector relating to online social gaming under clause (f) of
sub-section (2) of section 4; (c) the manner of recognising, categorising and
registering online games under clause (b) of sub-section (2) of section 8; (d) such
other powers and functions relating to powers of the Authority or agency under
clause (c) of sub-section (2) of section 8; and (e) any other matter which is required
to be, or may be, prescribed, or in respect of which provision is to be or may be
made by rules.

  1. The matters in respect of which the rules may be made are matters of
    procedure and administrative details, and as such it is not practicable to provide for
    the same in the Bill itself. The delegation of legislative power is, therefore, of a
    normal character.
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    LOK SABHA
    ————
    A
    BILL
    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.
    ————
    (Shri Ashwini Vaishnaw, Minister of Railways, Information & Broadcasting and
    Electronics & Information Technology)