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Validity of Online Gaming Act 2025
«19-Sep-2025
Source : Indian Express
Introduction
The Supreme Court has consolidated all petitions challenging the Online Gaming Act 2025, taking over cases from Delhi, Karnataka, and Madhya Pradesh High Courts. This landmark legislation bans all "online money games" regardless of whether they involve skill or chance, creating a constitutional battleground over fundamental rights and legislative powers. Gaming companies are now fighting for their survival in India's highest court.
What was the Background and Court Observations of the Case ?
- A bench comprising Justices J.B. Pardiwala and K.V. Viswanathan accepted the Centre's request for consolidation, noting that identical issues were being raised across different High Courts. The Centre argued that conflicting rulings from various courts would create legal confusion.
- The Online Gaming Act 2025 was passed by Parliament to address what the government described as rising social harm from online gaming, including addiction, financial ruin, money laundering, and terror financing. The law promotes e-sports and social games but imposes a complete ban on "online money games" - defined as any online game played for stakes, whether based on skill, chance, or both.
- Gaming platforms Head Digital Works, Bagheera Carrom, and Clubboom 11 Sports & Entertainment are the primary petitioners. These companies operate online rummy, poker, and carrom platforms respectively, and argue that the Act unfairly criminalizes their legitimate business activities overnight.
Which Legal Provisions Under Challenge under the Petition ?
- Article 19 Violation:
- The petitioners argue that the Act violates Article 19(1)(g), which guarantees the fundamental right to practice any profession or carry on any trade or business.
- They contend that while games of chance can be excluded from constitutional protection, games of skill remain legitimate business activities even when played for stakes.
- The Act's definition under Section 2(1)(g) eliminates this crucial distinction by banning all games involving monetary stakes.
- Article 14 Breach:
- The equal protection clause is allegedly violated through arbitrary classification. Petitioners argue that lumping games of skill with games of chance creates an unreasonable distinction.
- The law treats skill-based rummy the same as pure gambling, failing to recognize the fundamental difference between activities where outcomes depend on player expertise versus mere luck.
- Article 21 Infringement:
- The right to life and personal liberty, including dignity and decisional autonomy, is claimed to be violated.
- The petitioners describe the Act as paternalistic legislation that removes individual freedom to decide how to spend money and leisure time. The vague language creates legal uncertainty, violating due process principles.
- Legislative Competence:
- The Constitution's Seventh Schedule places "betting and gambling" under Entry 34 of the State List, making it a state subject. Petitioners argue that Parliament lacks authority to enact this law, as it intrudes into state legislative territory. They reject the Centre's reliance on Entry 31 (telecommunications) and Entry 52 (public interest industries) of the Union List.
Which Cases are being Referred ?
- The landmark R.M.D. Chamarbaugwala v. Union of India (1957) case established that while gambling can be excluded from constitutional protection, games of skill remain legitimate business activities that can be regulated but not prohibited outright.
- All India Gaming Federation v. State of Karnataka (2022) Karnataka High Court judgment is heavily cited by petitioners. This case struck down similar state legislation and held that skill-based games like rummy, poker, and fantasy sports are fundamentally distinct from gambling and remain protected under Article 19(1)(g) even when played online for stakes. The court observed that playing games can constitute a form of expression.
What is the Validity of the Online Gaming Act 2025 ?
- The Act faces serious constitutional challenges under Article 19(1)(g) as it eliminates the established legal distinction between games of skill and games of chance, potentially criminalizing legitimate business activities that courts have previously protected.
- Parliament's legislative competence is questionable since "betting and gambling" falls under Entry 34 of the State List, making it primarily a state subject rather than a matter for central legislation.
- The blanket ban approach violates the proportionality principle under Article 21 by imposing severe criminal penalties without distinguishing between harmful gambling and skill-based gaming that may require only regulation, not prohibition.
- Article 14's equal protection clause is breached through arbitrary classification that treats fundamentally different activities - skill-based games and pure chance-based gambling - identically under the law.
- The Act contradicts established Supreme Court precedent from R.M.D. Chamarbaugwala v. Unione of India (1957) which held that while gambling can be prohibited, games of skill remain constitutionally protected business activities even when played for stakes.
Conclusion
The Supreme Court must now resolve four critical issues: Parliament's legislative competence to pass the Act, whether eliminating the skill-chance distinction violates Articles 14 and 19, whether total prohibition meets proportionality standards under Article 21, and whether the definition of online money games breaches constitutional provisions. The outcome will determine the future of India's online gaming industry, affecting thousands of jobs and billions in investment while establishing crucial precedents for digital economy regulation.