PAPER | ARTICLES | Topics |
---|---|---|
GS-II | Online Gaming Act, 2025 | Ministries and Departments of the Government |
GS-III | Green Hydrogen | Infrastructure |
Green hydrogen is hydrogen produced via electrolysis powered by renewable energy sources (solar, wind, hydro), splitting water (H₂O) into hydrogen (H₂) and oxygen (O₂).
Alternative Production:
Biomass gasification is another pathway, where organic material is converted into hydrogen-rich gas.
Applications:
Transport: Fuel Cell Electric Vehicles (FCEVs), aviation, maritime shipping, road and rail.
Industry: Fertilizers, refineries, steel production — sectors hard to decarbonize.
Power generation: Clean fuel for electricity.
M – Market Leadership:
Aim to capture 10% of the global green hydrogen market by 2030, which could exceed 100 million metric tonnes (MMT).
A – Abatement of Emissions:
Target reduction of ~50 MMT CO₂ annually, supporting India’s climate goals under NDCs and net-zero commitments.
P – Powering Production:
Develop 5 MMT per annum GH2 production capacity by 2030.
E – Employment Creation:
Create over 600,000 jobs across the green hydrogen value chain including R&D, production, storage, and export.
Grey Hydrogen: Produced from natural gas or coal without carbon capture; highest emissions.
Blue Hydrogen: Same as grey but with carbon capture and storage (CCS) to reduce emissions.
Turquoise Hydrogen: Produced by methane pyrolysis, generating solid carbon instead of CO₂.
C – Cost Barrier:
Green hydrogen’s cost ($4–4.5/kg) is currently much higher than grey hydrogen, affecting market competitiveness.
A – Access to Capital:
High upfront investments in electrolysers and renewable infrastructure deter private players and financiers.
G – Gaps in Infrastructure:
Lack of transport pipelines, storage, and refueling networks restrict distribution and adoption.
E – Economic Viability Issues:
Absence or delay in carbon pricing keeps fossil fuel hydrogen artificially cheaper, undermining GH2’s viability.
P – Pricing Carbon:
Fast-track carbon tax or carbon markets to internalize environmental costs and level the playing field.
O – Obligation Mandates:
Enforce purchase mandates in sectors like steel, fertilizers, and refining, ensuring demand and scaling production.
W – Widen Infrastructure Base:
Scale electrolyser manufacturing, storage, pipeline networks, and export corridors; collaborate internationally (EU, Japan, S. Korea).
E – Economic Reallocation:
Redirect subsidies from fossil fuels to green hydrogen; provide tax incentives and viability gap funding to reduce financial barriers.
R – Risk Pooling through Demand Aggregation:
Establish pooled procurement and payment security mechanisms to create bankable contracts and attract investors.
The report positioning India as capable of capturing 10% of the global green hydrogen market and exporting 10 MMT annually by 2030 reflects the country’s:
Vast renewable energy potential (solar, wind).
Growing industrial demand for clean fuels.
Strong policy backing through National Green Hydrogen Mission and certification schemes.
Why the Act was Passed:
Banning Online Money Games:
The Act effectively bans online games involving real money stakes (often resembling gambling), which have been linked to addiction and financial losses.
Promotion and Regulation of Other Online Games:
While restricting money games, the Act aims to promote and regulate skill-based and other non-money online gaming sectors to foster innovation and economic growth.
Establish a robust legal framework for online gaming.
Encourage innovation and economic growth in the online gaming industry.
Ensure a safe, responsible, and developed digital environment for citizens.
Support the growth of e-sports, a sector with significant potential for job creation and the creative economy.
Addiction and Financial Ruin:
Online money games create compulsive playing behaviors, leading to financial distress for families.
As per the Union Minister for Electronics and IT, about 45 crore people have been affected with losses exceeding ₹20,000 crores.
Mental Health Concerns:
The World Health Organization recognizes gaming disorder as a diagnosable health condition, characterized by loss of control and continued play despite harmful consequences.
Closing Legal Loopholes:
Existing gambling laws (e.g., Bharatiya Nyaya Sanhita, 2023) regulate offline betting but had limited scope online.
Many online platforms operate offshore, complicating enforcement due to jurisdictional challenges.
Threat to National Security:
Some platforms have been implicated in terror financing, illegal messaging, and money laundering, posing serious security risks.
Encouraging Positive Digital Engagement:
The Act promotes e-sports and other skill-based games, supporting the creative economy and innovation.
Introduced as a Finance Bill under Articles 117(1) and 117(3) of the Constitution with Presidential recommendation — indicating its financial and regulatory importance.
The ban on money games will impact several popular online platforms focused on real-money gaming.
Skill-based gaming and e-sports sectors are likely to see growth due to legal clarity and promotion efforts.
Law enforcement and regulators will have better tools to crack down on illegal gaming operations and associated crimes.
Online Games:
Games played on electronic or digital devices, managed and operated via software over the internet or other electronic communication technologies.
E-Sports:
Competitive digital sports involving teams or individuals competing in organized tournaments. Requires strategy, coordination, and advanced decision-making.
Example: Ved “Beelzeboy” Bamb winning the Pokémon GO World Championship 2025.
Online Social Games:
Primarily skill-based games designed for entertainment, learning, or social interaction.
Examples: Wordle, Kahoot!
Online Money Games:
Games involving financial stakes—fees or deposits made for playing with expectation of monetary or other gains. Can be chance-based, skill-based, or mixed.
Examples: Dream11, Rummy, Poker, WinZO.
Applies across India and to any online money gaming service operated within or outside India but offered to Indian users.
Ban on Offering, Advertising, and Financial Transactions related to online money gaming.
Banks and financial institutions cannot process payments for these games.
Authorities empowered to block access to unlawful platforms under the Information Technology Act, 2000.
Recognized as a legitimate competitive sport.
Ministry of Youth Affairs and Sports tasked with developing guidelines, infrastructure, training academies, and research centers.
Government empowered to recognize and register safe, age-appropriate social games.
Dedicated platforms will be set up for content distribution.
A national regulatory authority will be established to:
Categorize and register games.
Determine whether a game qualifies as a “money game.”
Address consumer grievances.
Offering online money games:
Up to 3 years imprisonment and a fine of up to ₹1 crore.
Advertising online money games:
Up to 2 years imprisonment and a fine of up to ₹50 lakh.
Offences are cognizable and non-bailable.
Companies and their officers can be held criminally liable.
Independent and non-executive directors have specific safeguards if they act with due diligence.
Central Government can authorize officers to conduct investigations, searches, seizures, and arrests (including without warrant in certain cases).
Section 69A, IT Act, 2000:
Blocks illegal websites/apps (e.g., over 1,500 betting/gambling sites blocked from 2022-25).
IT (Intermediary Guidelines and Digital Media Ethics Code) Rules, 2021:
Registration of online gaming platforms with self-regulatory bodies.
Bharatiya Nyaya Sanhita, 2023:
Penalizes unlawful economic activities, cybercrimes, and unauthorized betting/gambling.
IGST Act, 2017:
Regulates illegal and offshore gaming platforms.
Consumer Protection Act, 2019:
Prevents misleading advertising; advisories issued against celebrity endorsements of betting platforms.
Advantages:
Promotes e-sports and skill-based gaming, fostering innovation and the creative economy.
Provides strong consumer protection and tackles addiction, mental health, and security threats.
Concerns:
Policy volatility and abrupt ban on online money gaming may create uncertainty.
Potential negative impact on industry growth and investor confidence, particularly affecting foreign investments.
Risk of perception of policy inconsistency given the sector’s rapid growth.
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We provide offline, online and recorded lectures in the same amount.
Every aspirant is unique and the mentoring is customised according to the strengths and weaknesses of the aspirant.
In every Lecture. Director Sir will provide conceptual understanding with around 800 Mindmaps.
We provide you the best and Comprehensive content which comes directly or indirectly in UPSC Exam.