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The consumer ministry cancels the study of electronic games planned to establish new rules

The consumer ministry cancels the study of electronic games planned to establish new rules

New Delhi: The department of consumer affairs (DoCA) has decided to withdraw from framing guidelines for e-gaming and canceled a planned study to protect the growing number of online gamers, two people familiar with the developers, after draft rules were issued by the Ministry of Electronics and Information Technology (MeitY).

Bengaluru’s National Institute of Mental Health and Neurosciences (Nimhans) was to conduct the study on “disruptive impulse control behavior patterns in online games that may cause vulnerabilities”, with the plan to notify new rules after the completion of pan-India detailed study.

The study, which was planned during the tenure of former consumer secretary Rohit Kumar Singh, was to cost the department. 20 crore, with funds for Nimhans.

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This comes in the context of MeitY issuing draft rules for electronic gaming, with the Centre’s view that there are sufficient benchmark studies on the impact of online gaming available from other countries.

“There are enough studies and research papers available that can be used to prepare the guidelines. MeitY is working on it in a very positive way and there should not be any duplication of work,” said one of the two people cited. previously

According to the plan, the results of the research were to be used to frame guidelines to protect consumers from online gaming. The report was also to help the industry ensure the optimal use of technology to minimize risks.

“Recent studies highlight the addiction to electronic games, the nature of which is different in the case of skill-based sports and real money games (RMG). This requires separate policies and more information on the subject,” he said. said Ashish Shrivastava, co-founder and chief operating officer of Glazer Games, an esports company.

Justifying the cancellation of the study, the second person said: “It is a well-known fact that electronic games create addiction, and research on young people and children has also found this. References can be taken from studies conducted by reputed institutions across the world, as human behavior in relation to gaming in India is quite similar to that of other countries.”

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The expense 20 crore on this study was not worth it, especially when another line ministry is already in the process of finalizing the rules, this person said.

“The game has evolved and grown rapidly in both opportunities and challenges. However, concerns about gaming addiction are important, but they cannot rely solely on existing studies,” said Chandrahas Panigrahi, co-founder and CEO of Lets Game Now, a sports portal.

“The dynamics of electronic gaming are changing and ongoing research is needed to be fully aware of the different age groups and game formats that may be affected,” Panigrahi said.

According to a report by Grant Thornton Bharat and the E-Gaming Federation (EGF), India is the second largest gaming market in the world, after China, with 442 million players.

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Over the past five years, the Indian gaming sector has raised a total of $2.8 billion from domestic and global investors, with the RMG segment identified as one of the top revenue generators.

However, a recent study by Mordor Intelligence stated that India’s gaming market size is estimated at $3.49 billion by 2024 and is expected to reach $7.24 billion by 2029, growing at a CAGR of 15.68% during the forecast period (2024-2029). ).