Overview: Sangri Network News Gaming Article Policy
Prohibition of Real‑Money Gaming Content
Sangri Network News does not accept articles that promote, discuss, or involve any form of real‑money gaming, including those that feature monetary stakes, betting, wagering, or cash rewards. This policy applies regardless of whether such games are skill‑based (like fantasy sports) or chance‑based.
Editorial Rationale
This restriction is rooted in concerns over ethical journalism, legal liability, and alignment with recent regulatory developments in India. By excluding real‑money gaming topics, Sangri Network News ensures coverage remains compliant with evolving legislation and avoids endorsing or normalizing high‑risk financial behaviors.
Context: India’s “Promotion and Regulation of Online Gaming Bill, 2025” (Online Gaming Bill 2025)
a) Legislative Background & Status
On August 20, 2025, the Lok Sabha passed the Promotion and Regulation of Online Gaming Bill, 2025, targeting a complete ban on real‑money online games, while promoting esports, educational, and social gaming.
The Rajya Sabha followed suit on August 21, 2025, approving the Bill without lengthy debate.
The legislation now awaits Presidential assent and subsequent Gazette notification to become law; this is considered a formality and could happen imminently.
b) Key Provisions of the Bill
Ban on Real‑Money Games:
Prohibits any form of online gaming involving monetary transactions—regardless of skill or chance—including their promotion, operation, and financial facilitation.
Advertising and Financial Restrictions:
Ads for such games are banned; banks and payment systems cannot process related transactions.
Regulatory Authority:
Establishes a National Online Gaming Authority/Commission to oversee categorization, licensing, registration, and enforcement.
Penalty Structure:
Violations may result in imprisonment (up to 2–3 years) and fines (ranging ₹50 lakh to ₹1 crore or more), including for promoters and intermediaries.
Promotion of Esports & Social Gaming:
Esports, educational, and social gaming are explicitly supported—through recognition, infrastructure development, training, and integration into broader sports policy.
c) Rationale Behind the Bill
Safety & Social Welfare:
The government cited risks of addiction, financial loss, mental health harm, and even suicide, urging preventive measures.
Combating Financial Crime:
Real‑money games were flagged as facilitating fraud, money laundering, and even terror financing.
Streamlining Regulation:
A national law replaces fragmented state-level gaming laws, offering a unified framework.
d) Industry Response
Economic Concerns:
Industry bodies warn the ban could cause major revenue and job losses—potentially ₹20,000 crore in tax revenue annually—and drive users to unregulated offshore platforms.
Legal Pushback:
Gaming companies are exploring court challenges, arguing skill‑based games should be exempt.
Mixed Perception:
While esports stakeholders welcomed support for competitive gaming, clarity on definitions (esports vs. chance-skill hybrids) is needed.
3. Implications for Sangri Network News & Editorial Guidelines
Area | Guidance |
---|---|
Allowed Topics | Articles on esports, educational games, social gaming, regulation, policymaking, technology trends, and industry analysis. |
Disallowed Content | Any discussion of real-money games—including fantasy sports with monetary stakes; betting or wagering; celebrity endorsements of money-based games. |
Reference to Bill | Allowed and recommended when discussing impacts, industry shifts, or legal context, provided real-money games are not promoted or detailed. |
Tone & Compliance | Content must remain factual, neutral, aligned with current legal landscape, and avoid inadvertent promotion of banned activities. |