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As many as 45 cr people lose about Rs 20,000 cr annually from real-money gaming: Govt sources

As many as 45 cr people lose about Rs 20,000 cr annually from real-money gaming: Govt sources

Time of India3 hours ago
NEW DELHI: Much against the arguments spelt out by gaming companies against the ban on real-money gaming, Govt estimates that around 45 crore people lose close to Rs 20,000 crore every year in online real-money gaming, according to data provided by an official source on Wednesday.
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The source said the govt believes that online real-money gaming is turning into a 'major problem for the society', and thus it decided to opt for revenue loss in preference to people's welfare. "There is a rough estimate that 45 crore people lose money every year. The total impact of the loss is estimated to be tentatively around Rs 20,000 crore," the source said, just as the Govt tabled the "Promotion and Regulation of Online Gaming Bill 2025" in the Lok Sabha.
The Bill, which was passed by the Lok Sabha, proposes to promote eSports and online social gaming while banning money gaming in any form.
"Online gaming involving money has become a major problem for society. Every Parliamentarian has raised concerns about its ill effects. Between revenue from one-third of the industry segment and society welfare, the govt has chosen welfare of society," the source said.
According to the source, actions against entities involved in money gaming under the bill will be mainly taken by state govts.
The bill proposes that any person offering an online money gaming service in violation of the stipulated provisions will face imprisonment of up to three years or a fine that may extend to Rs 1 crore or both. The provisions also stipulate imprisonment of up to two years and or a fine of up to Rs 50 lakh, or both, for those indulging in advertisements in contravention of rules.
Several online real-money gaming platforms 'masquerade as game of skills" entities to differentiate themselves from gambling or betting, the source said.
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"Those who play the games are victims. They will not be punished as per the bill, but there will be action on those who provide real-money gaming platforms, facilitate transaction services, etc," the source said.
On the other hand, the bill seeks to promote eSports and online social games, which are a part of the creative economy. "There will be a budget for it, schemes and authority for their promotion. They are two-thirds of the industry.
It will create job opportunities for the online gaming industry," the source said.
Govt has been making efforts for the last three-and-a-half years, which were being bypassed by the real-money gaming players, the source added. 'The govt tried to check it through GST, but it was being bypassed. There was a proposal for a regulatory body, but it was impacted by a conflict of interest. The provisions under the bill were taken after several complaints were received from the public and their representatives," the source said.
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