India’s PROG Act and Rules 2026 ban real-money gaming and redraw the payment map
India’s new online gaming regime went live on 1 May and, for payment providers, the headline is simple: real-money gaming is out, while esports and online social games are being pushed into separate regulatory lanes. The catch is that the framework is still full of moving parts, so operators and PSPs do not yet have a complete compliance map.
- Under the Promotion and Regulation of Online Gaming Act, 2025 (PROG Act) and the Online Gaming Rules 2026, India has prohibited online money gaming following a Supreme Court ban in August 2025. The new regime is now the federal baseline for the country’s digital gaming sector.
- The law separates the market into three categories under Section 2: online money games, esports and online social games. That matters because the payment treatment is now tied to product classification, not to the old skill-versus-chance argument that used to dominate the legal debate.
- Aaron Kamath, co-head of the Tech, Digital and Commercial Law Practice at Nishith Desai Associates, said the definition of an online money game is deliberately broad. “‘Other stakes’ is itself wide and covers credits, coins, tokens and similar items, real or virtual, bought directly or indirectly with money,” he said.
- Kamath also said that, in practical terms, “almost any format that combines a paid entry with a monetary or money-equivalent reward is now caught,” and that the long-running skill-versus-chance distinction has “lost its relevance for these products.” For PSPs, that means product design and settlement flows matter more than the old labels.
- Esports are defined as organised, competitive multiplayer events involving physical dexterity, mental agility and strategic thinking. To qualify, games must be recognised under the National Sports Governance Act, 2025, involve no betting, wagering or staking, and comply with registration requirements under the 2026 Rules. Online social games, by contrast, cannot involve monetary stakes or financial risk, but can monetise through access fees, subscriptions, advertising and in-game purchases.
The framework is not a finished rulebook yet. Analysts flagged uncertainty around what counts as a game, who carries compliance obligations, esports recognition, payment arrangements and monetisation models. Further regulatory guidance is expected, which is usually code for: do not assume the first reading is the last one.
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