AIGDF calls for India’s own content rating system for online, video & digital games
AIGDF and IGAP have launched a report together titled 'India’s Gaming Industry: Time For Age & Content Ratings?' that outlines features for a proposed age-rating framework for gaming in India
The All-India Game Developers’ Forum (AIGDF), in partnership with the Indian Governance and Policy Project (IGAP), has released a report titled “India’s Gaming Industry: Time For Age & Content Ratings?” that underscores the critical need for a structured age and content rating system tailored to the cultural and regulatory landscape of India’s rapidly expanding gaming industry.
Key findings of the report said that despite an estimated 425 million gamers, and the increasing consumption of gaming content, India currently lacks a standardised age-rating framework, unlike other digital content sectors such as OTT platforms, and frameworks in other nations/regions.
No uniform measures have been adopted within the domestic gaming sector to mitigate the risks of inappropriate gaming content to users below the age of 18 years, the report noted. However, such age-rating frameworks do exist within the gaming industry in other jurisdictions.
The report also examines leading global age-rating systems, including the Entertainment Software Rating Board (ESRB) in North America and the Pan European Game Information (PEGI) system, providing insights for the development of a domestic rating model.
It further also outlines features for a proposed age-rating framework for gaming in India, emphasising the need for categories and descriptors that reflect the cultural sensitivities and legal requirements unique to the Indian context.
Roland Landers, Spokesperson, AIGDF said: “As India’s gaming industry continues to grow at an unprecedented pace, it is imperative to establish a robust framework to protect our younger gamers. This report provides a blueprint for industry leaders and policymakers to ensure that gaming in India is not only entertaining but also safe and responsible.”
Landers further added, “The gaming industry will continue to have the fastest growth in the Media & Entertainment sector over the next few years, and a substantial chunk of this growth will come from the Free to Play segment. We’ve recently seen proposals for time and spending limits, and previously there have even been bans. While the intent to protect is clear, these measures often feel like ad-hoc, knee-jerk reactions that could stifle the industry’s potential rather than nurture it. Instead, we believe in a collaborative approach. Let’s engage in a conversation about the best ways to regulate and support this dynamic industry. By looking at global best practices, such as parental controls and age verification systems, we can find solutions that protect players without hampering growth.”