Home Gambling RegulationsIndia’s New Gaming Regulations Under PROG Act: A Comprehensive Overview

India’s New Gaming Regulations Under PROG Act: A Comprehensive Overview

by Sienna Marques
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India's New Gaming Regulations Under PROG Act: A Comprehensive Overview

India’s online gaming landscape is undergoing a significant transformation with the introduction of a new regulatory framework aimed at real-money gaming. This framework draws a clear division between different types of digital games, effectively closing off the traditional skill-versus-chance debate, while also providing regulated avenues for esports and online social games.

However, businesses face challenges in understanding the complete scope of these new regulations. Analysts have reported several uncertainties regarding definitions of games, compliance responsibilities, the acknowledgment of esports, payment methods, and evolving monetization strategies. Additional regulatory clarity is anticipated to help operators reduce the chances of unintentional non-compliance.

On May 1, 2026, the Promotion and Regulation of Online Gaming Act, 2025 (PROG Act) and the Online Gaming Rules 2026 came into effect, reshaping the framework governing online gaming in India. This legislation follows a Supreme Court ruling from August 2025 that banned online money gaming.

The PROG Act, found in Section 2, categorizes digital gaming into three specific classifications: online money games, esports, and online social games. Aaron Kamath, a legal expert at Nishith Desai Associates, observes that the definition of online money games is broad, encompassing various forms of stakes, including virtual or real credits, coins, or tokens.

Kamath explains that practically any game format requiring a paid entry for a chance at a monetary or equivalent reward falls under this definition. This change diminishes the relevance of the longstanding skill-versus-chance argument originally upheld by courts in India.

An online real-money game is now defined as one where participants stake their money or any other value expecting a financial return, regardless of whether skill or chance plays a role. Esports are classified as organized, competitive multiplayer events requiring mental or physical skill, must comply with the National Sports Governance Act, 2025, involve no gambling, and must complete registration under the 2026 Rules. Conversely, online social games are geared towards recreational and entertainment purposes, prohibiting monetary stakes while allowing certain revenue-generating models.

Prior to the PROG Act, Indian law recognized a distinction between skill and chance-based games. Supreme Court validations from 1957 established that skill-based competitions could be considered legal business activities, whereas gambling did not have the same protections. This defining line shaped the preceding legal landscape, particularly concerning fantasy sports.

Under earlier rulings, courts, including the Punjab and Haryana, as well as the Bombay High Court, had concluded that some formats of fantasy sports, like that of Dream11, leaned more towards skill than gambling. The shifts brought on by the PROG Act nullify this distinction for real-money gaming altogether, categorizing any user-staked resources aimed at financial gain as applicable online money games.

This prohibition extends to various facets of the industry, where advertising online money games qualifies as a criminal offense. Facilitating payments for such games could lead to imprisonment of up to three years and/or a fine up to INR 1 crore (approximately $106,000), with harsher penalties for repeated offenses. Notably, offshore operators catering to Indian users also fall under these regulations, empowering national regulators to halt transaction processing and block non-compliant websites.

Despite the stringent provisions, there remains a niche for monetizing online social games through permissible methods, such as subscriptions and advertising, as long as they do not include stakes. Registered esports competitions can charge fees and reward participants based on their performance, without involving wagering. The market had begun to adjust prior to the May implementation, as prominent companies like Dream11 stopped cash gaming shortly after the Act’s passage.

The Supreme Court’s ruling on May 27 reaffirming a 28% GST across all real-money gaming platform transactions suggests a further tightening on this segment, as Kamath notes a skill element offers minimal protection concerning taxes. Although a constitutional challenge to the Act is pending, businesses must operate under its current terms.

Certain aspects of the new law invite ongoing discussion; for instance, it fails to stipulate what constitutes a "game" or "gameplay," leaving the definitions vague for related formats like lotteries and prize contests. Even formats that could be categorized as non-real-money games could still face varied regulations.

Operators must be cautious in how they approach their gaming classifications and monetization frameworks. Kamath emphasizes sustainable methods, recommending alternatives that avoid stakes altogether, such as genuinely free-to-play formats funded through advertising.

The 2026 rules outline two regulatory processes: determination and registration. Determination involves assessing whether a game qualifies as an online money game, considering factors like payment models and user expectations. Registration is mandatory for esports but is tailored to individual games rather than applying across an operator's offerings.

Significant uncertainties arise as the compliance burden may not be evident. The expansive interpretation of an online game service provider could place obligations not only on developers but also on app platforms. Meanwhile, esports registration criteria remain hazy, which could complicate tournaments involving entry fees. This creates potential instability as organizations seek to comply with evolving regulations.

Kamath foresees the lines between social and real-money games becoming increasingly scrutinized. While the Act does not ban virtual currencies or in-game items, it does categorize certain purchases as stakes if used for betting.

Operators should not perceive regulatory approvals as permanent, as they reflect a momentary standpoint subject to review. He anticipates larger, capital-rich companies may navigate compliance more effectively, potentially resulting in consolidation within the industry as smaller operators might restructure or pivot towards free-to-play models.

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