Real money games may have been banned in India but all is not lost for gaming firms. For one, they can rejig their models to stay in business. Experts say Indian firms could operate overseas by acquiring companies.  “There are seriously large opportunities that can be explored especially in overseas markets,” said an industry watcher. “They can always expand overseas in many countries. That was always going to happen, it was just a matter of time,” he added. Moreover, much like India is the back-office for a range of sectors gaming could be added to the list.

Focus toward casual games

But, to stay in business, companies will need to focus on casual games. Consumers might not feel the same rush of adrenaline that they do when playing RMGs, but casual games, which comprise, free-to-play games, e-sports, social gaming, and educational titles—are also becoming popular. In fact, according to EY, this segment grew at a robust 16% in 2024.

Experts feel e-sports, which traditionally depend on sponsorships and media rights, experts feel can be monetized via ticket sales, merchandise sales and digital engagement. “In app purchases, premium subscriptions and crucially, advertising revenue from brands seeking to reach gaming audiences can fetch companies good money,” said a leading consultant.

Rajan Navani, Founder and CEO, JetSynthesys, believes that the ban on RMGs should drive more players toward casual video games and esports. “The best way to prepare for this would be by strengthening infrastructure through cloud technologies, improving on- boarding systems, and building safer digital environments,” he said.

Calling for a single-window clearance for large events and visa support for players, NODWIN Gaming’s Akshat Rathee said that new entrants will likely engage first as fans or casual players, which will grow the audience. “Companies must build structured pathways for serious competitors,” Rathee added.

Investor confidence in growth

The Esports Federation of India (ESFI) anticipates that capital flows into e-sports could be significant now that the regulatory uncertainty has been removed.” Clear governance frameworks not only provide investor confidence but also ensure long-term industry stability,” the organization said.

The market for e-sports, valued at $209 million in 2024, is projected to grow five-fold to $1.17 billion by 2034, at a compound annual growth rate of nearly 19%. Companies like Hyundai and Intel are already expanding their sponsorship commitments.

Navani points out there needs to be emphasis on responsible engagement, with parental controls, age verification, and clear community standards. “The influx of new players should  be into a safe and sustainable ecosystem,” he said.

Real money games as they say, raked in the moolah, contributing as much 80% of the revenues for companies. According to estimates by consulting firm EY, India’s online gaming industry was estimated to hit Rs 32,000 crore by end 2027, growing at a compounded 11% between 2024-2027. Those numbers might not materialize. Moreover, a smaller user base will initially result in lower advertising revenues for gaming firms. But, the game isn’t over.