
Miraj Cord Line project worth 129cr approved
The project falls under the Multi Tracking/Flyover/Bypass Line Capacity Enhancement policy, designed to streamline rail operations at Miraj Junction. Miraj is a significant interchange point, connecting key routes such as Miraj-Pune, Miraj-Kolhapur, Miraj-Pandharpur, and Miraj-Londa.
Kishor Bhorawat, a member of the Central Railway Mumbai Regional Advisory Committee, said, "Currently, trains traveling from Kurduwadi or Hubballi towards Kolhapur experience delays at Miraj, often ranging from 30 minutes to an hour, due to engine or brake van reversals. The proposed Cord Line will eliminate these operational delays, thereby enhancing overall network efficiency." This development is considered a crucial step in strengthening Western Maharashtra's railway infrastructure, promising more efficient movement of both freight and passenger trains.
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Hindustan Times
16 minutes ago
- Hindustan Times
Online gaming bill gets LS approval within 7 minutes
The Lok Sabha on Wednesday passed legislation completely prohibiting online money gaming in India, seven minutes after the Union minister for electronics and information technology (Meity) introduced the bill. Online gaming bill gets LS approval within 7 minutes Cleared by the Union cabinet only a day earlier, the Promotion and Regulation of Online Gaming Bill, 2025 cleared its first legislative hurdle amid criticism from people in the gaming industry, who cited thousands of crores in revenues and investments involving the sector. The government, however, believes the benefits of banning online money games outweighs the costs, a senior government official requesting anonymity said. In Lok Sabha, where the bill sailed through amid opposition parliamentarian's protests, minister Ashwini Vaishnaw said the legislation was necessary to tackle a segment of gaming that is of significant concern. 'Over the last 11 years, digital technology has expanded on a massive scale, giving India a new identity. One sector closely tied to this growth is online gaming, which has three key segments,' Vaishnaw told Parliament. 'The first is e-sports, an emerging field that promotes strategic thinking, teamwork, and cultural exchange. The second is online social games like solitaire, chess, and sudoku that many of us have played. The third, however, is online money games — a segment that has become a serious concern for society today.' The law bans all online money games, from fantasy sports to poker, rummy and online lotteries. Facilitators face up to three years imprisonment, fines of ₹1 crore, or both. Advertising such platforms carries penalties of two years imprisonment and fines up to ₹50 lakh. Government estimates suggest 450 million Indians play online money games, with approximately ₹20,000 crore lost annually. The industry generates ₹31,000 crore in annual revenues, has attracted ₹25,000 crore in foreign investment since June 2022, and supports around 400 startups, according to the letter floated by the industry body to Amit Shah. 'Many families suffer because people in their families get addicted to online money games, and life-long savings are lost to these money games,' Vaishnaw said. The senior government official cited above added the bill was kept under wraps as it was considered too sensitive to publicise. Online gaming encompasses a broad spectrum, from casual mobile games to money-based platforms. Several states have targeted the latter, citing constitutional authority to regulate gambling. However, this approach has created legal confusion over skill versus chance games, with courts delivering conflicting rulings on platforms like rummy and fantasy cricket. At present, India has no federal regulation on online gaming. A patchwork of laws exists, with states like Tamil Nadu, Karnataka and Andhra Pradesh banning online money gaming outright, whilst Sikkim and Nagaland require licensing for operators. Industry bodies were not consulted before Tuesday's Cabinet approval, HT has learnt, though the government had held multiple rounds of conversations with stakeholders over the last three to four years. The All India Gaming Federation, E-Gaming Federation, and Federation of Indian Fantasy Sports have written to Home Minister Amit Shah calling the ban a 'death knell' for the industry. The organisations said the sector contributes over ₹20,000 crore in annual taxes and employs more than 200,000 people, with projections to double by 2028. The government official cited above added that there was recognition the industry will be affected but said companies should look at other ways to turn their platforms towards recreational games. The bill still has a long way to go before being fully operational – it needs to next be approved by the Rajya Sabha, before rules are framed for its implementation. IT secretary S Krishnan told HT the government would hold consultations with stakeholders before drafting implementation rules. 'All ministries supported the bill. The finance ministry raised concerns over payment transactions, and the Financial Intelligence Unit will keep a close watch on them,' he added. Critics argued the ban abandons a more measured regulatory approach and would benefit offshore operators while harming compliant domestic companies. The legislation effectively scraps proposed amendments to IT Rules 2023 that would have created a system where self-regulatory bodies vetted online real-money games and provided consumer complaint channels. 'The IT Rules amendment was a proportionate framework that adequately addressed consumer welfare concerns and would have created a way to signal to consumers which platforms can be trusted and which cannot. Most importantly, it gave them an opportunity for recourse,' said Megha Bal, director at Esya Centre, a tech policy think tank. 'The government has, in one fell swoop, wiped out companies that were onshore and willing to comply with a regulatory framework,' Bal added. The legislation comes amid an Enforcement Directorate investigation into celebrities promoting betting platforms, with the agency questioning film stars, cricketers and influencers over money laundering concerns. The bill, however, promotes e-Sports as legitimate competition while banning money-based gaming, marking one of the world's strictest regulatory approaches to digital gambling. Lok Sabha Speaker Om Birla urged MPs to back the bill, calling it a 'good bill,' even as opposition protests disrupted proceedings. 'I request members to return to their seats and discuss the matter. I am ready to allow a debate. Do you not want to debate this issue?' he asked amid the uproar.


India Today
an hour ago
- India Today
Boost for e-sports, ban on real-money games: Key features of Online Gaming Bill
The Lok Sabha on Wednesday passed the Promotion and Regulation of Online Gaming Bill, 2025, marking a major move aiming to reshape India's digital gaming landscape. The legislation seeks to balance the nation's rapid technological growth with public safety, banning harmful real-money games while promoting e-sports and educational the Bill, Union Minister for Electronics & IT, Ashwini Vaishnaw said India is poised to become a 'global hub of creative and innovative game development.' He added that while technology has revolutionised lives under Prime Minister Narendra Modi's leadership, its misuse must be curbed to protect youth and FEATURES OF THE BILL 1. Promotion of E-Sports - E-sports are formally recognised as a competitive sport.- The Ministry of Youth Affairs & Sports will set up training academies, research centres, and tech platforms.- Incentive schemes and integration into the national sports policy will bolster the ecosystem. 2. Encouragement of Social and Educational Games- The Central Government will categorise and register age-appropriate, safe games.- Special focus on games with educational, cultural, and skill-development value.- Campaigns will promote gaming's role in digital literacy and constructive engagement. 3. Total Ban on Real-Money Online Games- A blanket ban on offering, advertising, or facilitating fantasy sports, rummy, poker, online lotteries, or betting apps.- Financial institutions are barred from processing related transactions.- Platforms that violate the law can be blocked under the IT Act, 2000. 4. Establishment of Online Gaming Authority - A national-level regulator will be formed to monitor and register online games. - The Authority will have powers to issue guidelines, enforce compliance, and handle complaints. 5. Stringent Penalties for Violations - Offering money games: up to 3 years imprisonment and/or Rs 1 crore fine. - Advertising money games: up to 2 years imprisonment and/or Rs 50 lakh fine. - Transactions linked to banned games: up to 3 years imprisonment and/or Rs 1 crore fine. - Repeat offenders face up to 5 years jail and Rs 2 crore fine. - All key offences are cognisable and non-bailable. 6. Corporate Liability - Company officers are held accountable unless due diligence is proven. - Independent directors uninvolved in decisions are exempt from liability. 7. Enforcement and Security Provisions - The Bill addresses addiction, financial losses, suicides, and the use of platforms for money laundering and terror financing. - Enforcement officers are empowered to search, seize, and arrest without a warrant. - Aligned with laws like the Bharatiya Nyaya Sanhita, 2023 and Bharatiya Nagarik Suraksha Sanhita, 2023. 8. Rule-Making Powers The government is authorised to frame rules on:advertisement - E-sports promotion - Development of educational and cultural games - Registration and categorisation of games - Gaming Authority protocols and powersMeanwhile, government sources told India Today that 'the government isn't mincing words, these platforms aren't just games. They're psychological traps leading to addiction, financial ruin, and in some tragic cases, suicide.' Officials cited real-money gaming platforms as breeding grounds for money laundering, terror financing, and digital scams, with unregulated cross-border cash flows posing serious national security government also noted that several Members of Parliament had raised concerns from their constituencies, reporting cases of individuals falling into debt and even taking their own lives due to the addictive nature of online money the legislation as a 'balanced growth strategy for Digital India,' the government stated that the Bill aims to safeguard citizens from the psychological, financial, and social harms of real-money the same time, it aims to stimulate innovation, enhance digital literacy, and give a structured push to India's creative economy, positioning the country as a global leader in responsible Online Gaming Bill, 2025 thus sets a clear direction: while India champions the potential of games as tools of learning, sport, and expression, it is drawing a firm line against platforms that endanger the well-being of its citizens.- EndsMust Watch
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Business Standard
5 hours ago
- Business Standard
Online gaming Bill puts no liability on gamers: Union Minister Vaishnaw
The online gaming sector comprises three segments, namely e-sports, online social gaming, and real-money games, said Ashwini Vaishnaw Aashish Aryan New Delhi Listen to This Article The government's attempts at engaging with the gaming industry to create solutions, such as a self-regulatory body or transparency in algorithms, so that rising instances of addiction to online real money games could be curbed, did not yield any results over the past three-four years, Union Minister for the Ministry of Electronics and Information Technology Ashwini Vaishnaw told Aashish Aryan in an exclusive interview. Edited Excerpts: What is the government's intent behind the Promotion and Regulation of Online Gaming Bill, 2025? The online gaming sector comprises three segments, namely e-sports, online social gaming, and real-money games. Of these three, the