spending limits on online and real money games to tackle gaming addiction among children and young adults, sources told ET.
A consensus on this method, which has also been adopted in China, emerged in the recent internal meetings of the ministry of electronics and information technology during which various aspects of the Information Technology Rules of 2021 were discussed.
Imposing time limits, sources said, is being considered a better approach than certifying games as permissible or non-permissible through self-regulatory organisations (SRO), an IT ministry official said.
«Despite claims, it is a very real possibility that any or all (gaming) SROs which are formed will be industry influenced. That is not a desirable set up for policy decisions, especially when so many young children are involved,» the official said.
According to market estimates, India is the largest gaming market globally with close to 570 million active gamers. A quarter of these, or roughly 140 million gamers, paid for these games or used money in one way or another, as per a joint report by real money gaming firm Winzo and non-profit firm Interactive Entertainment and Innovation Council (IEIC). The report was released in March this year.
Indian users had