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Time for a progressive law on online gaming - lessons from Tamil Nadu
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Abhishek Ranjan | 30 Aug, 2021
The Tamil Nadu government played to the gallery, when in November 2020,
in the backdrop of the Assembly elections, it decided to pass an
ordinance banning online games.
In a single stroke of the
pen, the ordinance banned all online games, even saying that "games of
mere skill, if played for wager, bet, money or other stake" cannot be
allowed in the state.
Three billion people play online games
across the world -- this is about 40 per cent of the world population.
They play all types of games -- racing, sports, action, puzzle, quiz,
chess to card games. It is not possible to club lakhs of games that
exist in the world under one category.
Of the three billion
people who play online games, there is a good percentage of people who
pay entry fees to participate in online skill tournaments or enter
tournaments to earn prizes, and these were the people being deprived by
the Tamil Nadu law.
The Madras High Court in its recent judgement
rightfully held that the Tamil Nadu ordinance was excessive and
disproportionate to the object sought to be achieved. It also held the
law as violative of Article 19(1)(g) of the Constitution, which
guarantees all citizens the right to practice any profession or carry on
any occupation, trade or business.
The Madras High Court thus
upheld what the Supreme Court and several high courts have affirmed in
numerous judgments that games of skill, whether online or offline, is a
perfectly legitimate activity.
Let's examine the rationale put
behind by the Tamil Nadu government and also by the critics of online
gaming. Some say in online games, players end up spending a lot of money
for buy-in and add-ons. Sure, compulsive shoppers end up overspending
on Amazon and Flipkart, but that should not be a reason for banning them.
Many
responsible gaming apps have best practices that limit the amount of
money one can use to play these games. Also, there are regular
notifications to warn players if they are spending too much money.
Regulation can be introduced to ensure all gaming apps follow this rule.
The
second argument that is put forth is that gamers spend too much time on
the gaming platform. This could be true not just for skill gaming apps,
but for any online game like Free Fire or Battlegrounds Mobile India,
or streaming platforms like YouTube or Netflix.
However, this is
an issue that needs to be addressed and legitimate gaming apps have
warning notifications if a person is spending too much time playing
games and this should be a standard feature across all gaming platforms.
The
third argument is that innocent people are being cheated. While this
looks like a general statement, the issue really is of fair play. All
reputed platforms usually obtain random number generators, and no-bots
certificates from global firms, to ensure that a user is not playing
against a computer and maintain fairness and transparency.
The
specifics for each operator may vary, but all Indian operators should
ensure that the platforms are safe, secure, and fair and they are
constantly innovating on this end.
Some critics say that these
games are played by kids of all ages. This is a malicious and misleading
argument as far as skill gaming platforms are concerned. There are
several games that are meant for kids - games that are meant to aid
their language, comprehension, maths etc.
These are different
from skill gaming apps. All legitimate gaming apps in India compulsorily
mandate that only adults can play the games, and this is being done
through KYC checks.
It is important to distinguish between games
of chance and games of skill. What are games of chance? These are games
where luck is the most important factor for winning. These are pure
luck games like instant win scratch cards, online bingo, online lottery,
casino gaming, teen patti etc. Games of skill on the other hand involve
significant playing skill like strategy, mental or physical skill.
While
the Madras High Court judgement makes it abundantly clear about the
validity of online games of skill, it is an opportunity for various
state governments to make progressive laws relating to online gaming.
Not just the Tamil Nadu government, but Andhra and Telangana governments
that have adopted blanket ban ordinances, must examine all aspects
before framing a new law that considers the interest of all stakeholders
-- gamers, industry, gaming tech sector and esports sector.
More
importantly, the law makers should not be misled by ill-informed
activists and have detailed discussions with experts and industry
bodies. What is important is that the law should weed out all
unscrupulous players and only promote and encourage skill gaming
platforms that adhere to the highest standards of ethics and fair play.
Countries
like France and the United States are inviting game developers from
across the world to set up operations in their countries. They want to
develop their countries as the gaming hub of the world. India and states
like Tamil Nadu can take a clue and work towards recognising gaming
which is now the biggest social platform, the biggest pastime and one of
the biggest sports disciplines in the world.
(The writer is the Founder of Policy Matrix, a public policy think-tank based in New Delhi. The views expressed are personal)
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