Professional Documents
Culture Documents
Online Gaming in India
Online Gaming in India
Online Gaming in India
3. Categorisation of Games
Online games can be categorised in many ways. There are casual games and E-sports which
are games consumed purely for entertainment purpose for instance Subway Surfer and
Temple Run or WWF and FIFA, amongst others.
These games need to be distinguished from games of chance or games of skill. In games of
chance, a player plays the game and wins/loses on the basis of luck. In other words, chance
dominates over skill. On the other hand, in games of skill, a player’s prior knowledge and
understanding of the game plays a key role in deciding his win/loss. Here, skill dominates
over chance.
Today, games with preponderance of skill over chance are significant contributors towards
driving revenue for the online gaming industry. For instance, number of fantasy sports
platforms increased from 10 to over 140 during 2016-2019 while their user base rose from 2
million to 90 million at a CAGR of 212%.
Games of skills can be further categorised as below:
1
KPMG, The Evolving Landscape of Sports Gaming in India, March 2019.
2
EY, Playing by New Rules – India’s Media & Entertainment Sector Reboots in 2020, March 2021.
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S.No. Game Category Description Example
2. Real Money Games Games in which the outcome Poker, Rummy, etc
of the game is dominated by
skill and where monetary
stakes are involved
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Year Court Judgement
2017 Punjab and Haryana Competitions involving preponderance of skill are
High Court not gambling
2017 Supreme Court of India Dismissed the SLP challenging the above order
2019 Rajasthan High Court Fantasy sports format constitutes a game of skill.
The matter is a settled law now and that fantasy
sports are not functioning in total regulatory
vaccum
2020 Gujarat High Court Need to regulate online gaming industry to curb
illegal activities and encourage investment in the
sector
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Rajasthan High Court, Ravindra Singh Chaudhary v. Union on India, 2019.
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industry.
All India Gaming Federation (AIGF) was established in 2016
as the apex body for online skill gaming industry. The body
strives to self-regulate the industry to ensure responsible
Online Skill Gaming gaming and protection of users.
4
NITI Aayog, Guiding Principles for the Uniform National-Level Regulation on Online Fantasy Sports Platforms
in India, December 2020.
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• Advertisements must be accompanied with a mandatory disclaimer reading “This
game involves an element of financial risk and may be addictive. Please play
responsibly and at your own risk”
• The advertisements should never target minors or induce them to indulge in gaming
in any manner whatsoever directly or indirectly
• There should not be publishing/distributing/aiding news or information that would
aid or facilitate betting and gambling in any way
• Gaming companies should not use any phrase that misrepresent the likelihood of
winning in any manner whatsoever
• The advertisements should not present gaming as an income opportunity or an
alternative employment option
• Advertisements of gaming products or services, including games of chance or any
games that do not qualify as Games of Skill are prohibited except as may be legally
permitted or which may have approval from a reputable law firm that qualifies and
authorize a game as a Game of Skill
• There should be no mention of cash/gross winnings/gross prize money/etc (including
referral bonus, cash bonus, etc) in any mass media advertising
• No competition or ads hijacking on placement like any other brand's own keywords
on Google results or direct / in-direct attempts to show any other brand in a
negative light in any kind of promotions. Avoiding the usage of blackhat techniques
that undermine Google's algorithm and/or be disruptive to another brand
• When messaging includes winning/mention of money (on BTL like digital platforms),
it is important to avoid misleading claims.
• No ads to include words like betting, gambling, chance, luck, wager, etc. and also not
use phrases similar to "try your luck", "get lucky", "Chance to Win", "Anyone can
win", “You can win big”, which compromise skill element. There should be no linkage
with gambling, betting, wagering, lottery, etc. Ads should always promote words like
skill, intelligence, IQ, research, etc
• Violation may be reported to the gaming council and the council may consider taking
appropriate action based on the magnitude of the offense
• Direct or indirect linkage or mention of tapping frustration, depression, or boredom
of the public in lockdown to play online games/gaming should be avoided.
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4.7 Position of States
The legal framework governing online gaming platforms differ from state-to-state. Provided
below is a snapshot of the state regulations which govern online gaming:
5
Nishith Desai Associates, Gaming Law, 2019.
https://www.nishithdesai.com/fileadmin/user_upload/pdfs/Research_Papers/Chamber_Global_Practice_Guid
e_Gaming_Laws.pdf
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S. S. Rana & Co., Third from the Seven Sisters Adopts License-Regime for Gaming, June 2021.
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In February 2021, the state amended
its act to impose a ban on Online
Rummy involving monetary stakes.7
However, offline rummy played for
monetary stakes is allowed in the
state.
5. Tamil Nadu The recently amended Tamil Nadu • Online Games of Skill
Gaming and Police Laws Acts prohibit allowed
all offline and online games involving
wagering or betting on games of
chance. However, games of skill are
exempted from prohibition.
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MediaNama, Kerala Band Online Rummy for Stakes, amends state Gaming Act, March 2021.
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Khaitan & Co, End of Play – Andhra Pradesh outlaws real money gaming, October 2020.
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5. Potential Benefits of Uniform Regulations
It is clear from the above that different states have different approaches towards regulating
similar aspects of online gaming despite an unequivocal jurisprudence emerging from the
legal system and evolving self-regulatory mechanism. NITI Aayog discussion paper also
indicates a need for uniform regulatory structure for online gaming.
Some of the potential benefits of such a regulatory framework may be as follows:
• An industry led uniform Grievance Redressal Mechanism
• Increased revenue for multiple states
• Uniformity in rules could avoid risk of forum shopping i.e. preferring jurisdiction
where laws are more favourable
• Reduce burden on state capacity and judiciary
• Increased knowledge of sports
• Promotion of investments into real sports by online gaming companies. For instance
in December 2018, Federation of Indian Fantasy Sports (FIFS) started a program
called Stars of Tomorrow (SOT). The program was started in association with
Dream11 Foundation, Fantain and GoSports Foundation. SOT is a 3-year program to
support (financial and other assistance) young athletes aged 14 to 21 years in non-
mainstream games (eg. golf, sailing, tennis, etc). Within the first year of the program,
13 athletes from the program secured 32 Gold, 20 Silver and 6 Bronze medals in
various games9. Further, Dream Sports Foundation (the CSR arm of Dream11) under
its 'Back on Track' program provided support to athletes during COVID. This program
was launched in August 2020. It also provided support to organisations working in
the Indian sports ecosystem such as Nagaland Football Foundation, Nav Sahyog
Foundation, etc10.
9
https://www.outlookindia.com/newsscroll/ifsg-s-stars-of-tomorrow-athletes-win-58-medals-in-12-
months/1689583
10
https://economictimes.indiatimes.com/news/sports/dream-sports-foundation-supports-3500-needy-sport-
professionals-during-pandemic/articleshow/83598898.cms?from=mdr
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https://assets.kpmg/content/dam/kpmg/in/pdf/2019/03/online-gaming-india-fantasy-sports.pdf,
https://assets.kpmg/content/dam/kpmg/in/pdf/2017/05/online-gaming.pdf,
https://www.koanadvisory.com/wp-content/uploads/2021/01/Building-a-sporting-culture-in-India.pdf,
https://www.business-standard.com/article/current-affairs/68-people-want-govt-code-to-regulate-online-
fantasy-sports-survey-121032201057_1.html
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• Substantive number of users has played paid contests on Fantasy Sports Platforms in
last 12 months. However, less than one-third users stated that they played fantasy
sports to win money. Overall it indicates that for majority of the people earning
money is not the prime motivation to play fantasy sports
• Fantasy sports help in gaining knowledge about real sports through research
• Increased knowledge about sports helps in playing such sports
• Increased knowledge also increases interest in viewing sports broadcast
• Helps develop interest in new sports
• Majority of the users want guidelines and regulations for online gaming
7. Conclusion
The factsheet can be distilled into a brief conclusion as follows:
• There is clear jurisprudence in favour of games with preponderance of skill
• There is existence of self-regulation mechanism
• There is rapid evolution of self-regulation mechanism including Grievance Redressal
Mechanism
• Government of India apex think tank NITI Aayog discussion paper has also suggested
self-regulation of the sector while highlighting the need for uniformity of rules
• There are clear benefits for uniformity in rules and regulations as discussed above
• Online games can be catalyst for promotion of real sports
• Consumer sentiment is favourable towards online games
• Consumer interest in new sports has expanded
Given the above, high variance in regulation of online games by different states is an
anomaly that needs to be addressed. However, that seems to be changing. For instance and
as discussed above, through an ordinance in 2020, online gaming which involved wagering
was banned by Tamil Nadu state government but this has been struck down by the Madras
High Court in August 2021. Further, the Supreme Court also upheld the Rajasthan High
Court Judgement which categorises Fantasy Sports as a game of skill in August 2021.
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