Hindustan Times ST (Mumbai) - HT Navi Mumbai Live

Task force moots age check scans for online gaming

- Deeksha Bhardwaj letters@hindustant­imes.com

NEW DELHI: Online gaming companies should be made to use facial recognitio­n technologi­es to verify the age of players, an interminis­terial task force of the Union government has recommende­d, citing growing concern around addiction to such applicatio­ns, especially among children.

The report of the task force, set up by the ministry of electronic­s and informatio­n technology (Meity) to begin work on new gaming regulation­s, includes recommenda­tions from the Union ministries of home, sports and youth affairs, informatio­n and broadcasti­ng, finance, law and consumer affairs.

Submitted to the Prime Minister’s Office in September, the report cites alarm raised globally – it notes the World Health Organizati­on’s formal classifica­tion of gaming disorder as a disease in 2018 – and in India, where the National Commission for Protection of Child Rights (NCPCR) in 2021 outlined a long list of harms affected children suffer.

“Financial losses due to real money online gaming have led to suicides in various parts of India, including Gujarat, Madhya Pradesh, Andhra Pradesh and Tamil Nadu. There is a no regulatory framework to govern various aspects of online gaming companies, such as having a grievance redressal mechanism, implementi­ng player protection measures, protection of data and IPR and prohibitin­g misleading advertisem­ents,” said the report, a copy of which was seen by HT.

Such concerns have forced several countries to tighten rules and laws around online gaming. For instance, in 2019, China passed new regulation­s that restricted playtime for under-18 users: they are allowed to play only between 8am and 10pm for up to 1.5 hours during weekdays and three hours on weekends. Tencent, one of the leading gaming companies in China, uses facial recognitio­n to enforce these usage limits.

The task force, according to the report, has also suggested that a code of ethics be developed for the gaming publishers and charters be laid down by self-regulatory organisati­ons and reviewed by the government. It also calls for provisions for restrictio­ns for minors through algorithms, censorship of content that depicts violence or sexually explicit content, and parental consent mechanisms to complete in-app purchases.

The report sets out some distinctio­ns. For instance, casual games not involving real money (as opposed to in-game currency) may be kept outside of the scope of such rules unless they have a high number of users, involve any sort of violence, nudity or addictive content, or lack an app certificat­ion. Games that pose a national security risk should not be exempted from the framework, the task force suggested.

In-game money refers to imaginary currency used by the game, as opposed to real money, which is typically involved in betting and gambling games. The task force said that games involving in-game money, too, pose risks. “An online gaming involving ‘loot box’ or ‘virtual cash’ or any other similar features that make it easier for users to win a game should have regulation­s similar to gambling regulation­s as anything that the user wins out of the loot box is based on chance. Such platforms pose a risk of money laundering where addicted players are targeted for ‘skin gambling’, that is, illegal sale of loot box items in grey markets,” the report noted.

‘Mitigate societal harm’

“Any future rules to mitigate societal harms linked to online gaming must aim to empower users and parents. India must learn from experience­s of countries like China and South Korea that have failed to enforce prescripti­ve rules... We must continue to build our own unique template for digital governance, one that priorities harm reduction over blanket prohibitio­n, and user agency over digital paternalis­m,” said Vivan Sharan of Koan Advisory, a tech think-tank. The report adds that a regulatory body for the online gaming industry be created to define games on the basis of skill or chance, and accordingl­y certify different gaming formats, seek compliance­s and enforcemen­t. While the long-term idea is to create a central law, the report also explores the possibilit­y of enacting rules under the IT Act.

Since online gaming platforms can qualify as both intermedia­ries and publishers, they can be regulated under section 79 and section 69A of the IT Act, the task force noted. The rules may specify conditiona­l immunities to online gaming platform while acting as intermedia­ry from liability for third party content.

The Centre, the report notes, has received multiple representa- tions, including letters from the chief ministers of Andhra Pradesh and Puducherry, parliament­ary interventi­ons by MPs, including two private member bills, and multiple representa­tions from other stakeholde­rs citing the need for regulation­s. Various public interest litigation­s, including in the high courts of Delhi, Allahabad and Bombay, have also been filed seeking prohibitio­n or regulation of online gaming.

The report takes inferences from the regulatory frameworks from other jurisdicti­ons such as the US, the UK, Singapore, Malta, Netherland­s and Japan.It acknowledg­es that real money games of skill, roughly classified as E-sports, are a protected activity under Article 19(1)(g) of the Constituti­on as held by the Supreme Court. E-sports therefore should be regulated by the ministry of sports and can explore the option to register profession­als to differenti­ate them from minors, the report suggested. The nodal ministry for other online gaming platforms will be Meity, it adds.

The home ministry has suggested that the issue of regulation of betting and gambling under a central law should be examined, while the department of revenue suggested that KYC norms using e-Aadhaar and storage of data for at least five years be mandated. It also said that self-regulation has not worked so far in the gaming sector.

MeitY held extensive consultati­ons with gamers to discuss regulating the sector. The issue of lack of rights of gamers under Indian law emerged during consultati­ons and bodies representi­ng players flagged state-specific bans on games of skill and chance, which led to criminalis­ation of platforms and individual­s carrying out ancillary activities such as streaming and sound casting. Gamers should be represente­d in self-regulatory organisati­ons that can be drawn up, the proposal suggests.

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