Age checks, spending limits, self-exclusion needed for safe online gaming: Report

India’s online gaming sector should adopt voluntary, player-first safeguards over blanket bans to protect users while supporting industry growth, said a report by IndiaTech and DIF.

May 14, 2025 - 16:22
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Age checks, spending limits, self-exclusion needed for safe online gaming: Report

India’s online gaming industry should adopt voluntary, user-driven safeguards instead of rigid restrictions to mitigate risks like addiction and financial harm, a report by industry body IndiaTech.org and think-tank Digital India Foundation (DIF) highlighted.

The report, Responsible Gaming: A Scientific Approach to Mediate Potential Gaming Disorders and a Review of Global Practices, proposes a Code for Responsible Online Gaming (CROG)—a national framework emphasising age verification, spending controls, and self-exclusion tools. It warns that blanket bans, such as China’s playtime restrictions, have driven users to unregulated platforms, undermining consumer protection.

The recommendations come as India’s gaming sector—projected to reach Rs 66,000 crore ($8.9 billion) by 2028—faces increasing scrutiny over user safety.

“Online gaming can be a force for good, helping consumers build skills, connection, and creativity—but only if we ensure players are protected and empowered through frameworks like CROG, which promotes safety, choice, and responsible engagement by design,” said Rameesh Kailasam, CEO of IndiaTech.org.

The report analysed policies across seven countries, noting that South Korea and Japan have shifted from strict bans to flexible, family-controlled limits. The UK and Malta’s self-exclusion programmes reduced harmful behaviour, while Australia’s pre-commitment tools and the US’s state-level financial checks helped users manage risks.

In contrast, China’s 2019 “anti-addiction” system, which capped minors’ gameplay at 1.5 hours daily, saw users bypass rules via VPNs and account rentals.

“International experience shows that punitive or one-size-fits-all solutions often fail. Voluntary tools supported by user awareness and education are more effective,” said Arvind Gupta, Founder of DIF.

Instead, the CROG framework advocates a “player-first” approach with centralised oversight to unify gaming regulations. It emphasises age verification, financial safeguards like spending limits and self-exclusion, user safety through privacy and anti-fraud measures, and education to boost digital literacy. The focus is on building responsibility into game design rather than relying on punitive rules.

Beyond financial risks, the report addresses concerns around gaming disorders. While acknowledging the World Health Organisation’s recognition of "gaming disorder" in its International Classification of Diseases (ICD-11), the report stresses that only a small fraction of users meet the criteria. Most players benefit cognitively, emotionally, and socially from moderate gameplay.

“Failure in games teaches emotional resilience and a growth mindset,” the report says, referencing studies that associate gaming with improvements in creativity, problem-solving, and social cohesion.

Still, the report flags monetisation tactics—such as loot boxes and algorithmically personalised pricing—as potential contributors to compulsive behaviour. It calls for ethical monetisation models and transparent communication to counter these risks.


Edited by Suman Singh