India Bans Real-Money Gaming, Citing Addiction & Algorithmic Control
New Delhi – The Indian goverment has enacted โคa new law prohibiting all forms of onlineโ moneyโค games, a move recommended by psychiatrists concerned about the potential for addiction and financial โคruin. The legislation, a first-of-its-kind legal framework for regulating gaming inโฃ India, aims to curb a โrapidly growing industry while fostering the growthโฃ of esports and social gaming.
Dr. Vijayakumar,a psychiatrist who advised the government on the ban,explained the core โขissue โฃisn’t โskill versus chance,but โrather the controlโฃ gamingโข companies exert over players through algorithms. “There is really โขno skill involved in most real-money gaming platforms because the gaming companies control the algorithm.โฃ They can change the algorithm at any point to keepโฃ you addicted,” she โstated.The ban addressesโ fears that vulnerable individuals could fall โinto “debt traps” due to the addictive โขnature of these games. Dr. Vijayakumar acknowledged the transition will be difficult for some, โขbut emphasized, “But the factโ is they won’t lose money. They won’t get into a debtโ trap.” She dismissed โขconcerns that the โคban would simply drive users to illegal, underground gambling operations, arguing that only a “small percentage of serious gamblers”โข possess the technical โฃexpertise to navigate the “dark web.”
The new Act differentiates between prohibited money games and legitimate activities. It โฃspecifically seeks to promote esports as a competitiveโ sport and allows for online social gamesโฃ that charge subscription or access fees, provided they do not involve wagering.
When questioned about potential future regulations for skill-based games like battle royale titles,โค Dr.Vijayakumar indicated that time limits and age restrictions could be considered, but are not an immediate priority. “First,โ let this happen. Then we will have to come to โขhow โwe canโ educate the people about restricting time spent on gaming as well as social media,” โฃshe said, citing research linking excessive screen timeโฃ – over two hours – โขto anxiety and depression. she pointed to โinternational precedents, including ChinaS restrictions limiting under-18sโ to oneโ hour of online gaming on specified days, and Australia’s recent ban on social media access for those under 16.Industry โคleaders, however, argue for โฃa more nuancedโข approach. Akshat Rathee, โmanaging director of esports firm Nodwin Gaming, told The Indian Express that regulations should โprioritize “education, awareness, and safeguards rather โthan overly restrictive rules that could stifleโ growth.” He โฃadvocated for global best practices like parental controls and โคdigital literacyโ initiatives. โขRatheeโ emphasized the distinction between casual gaming and esports,describing the latter as “more structured,skill-based,and career-oriented for many players.”