MP Kartikeya Sharma Demands Esports Status, Warns of Gaming Dangers

Rajya Sabha MP Kartikeya Sharma urged the government to grant official sports status to esports, highlighting its role in India's growing digital and creative economy. He cited the sector's massive scale, with over 500 million gamers and a market projected to reach $10 billion by 2030. Simultaneously, he issued a strong warning about the risks of unregulated online gaming, linking it to addiction, anxiety, and self-harm among children. Sharma called for comprehensive regulation across the gaming ecosystem, including mandatory content audits, to ensure responsible digital growth.

Key Points: MP Pushes for Esports Sports Status, Warns of Unregulated Gaming

  • Push for Official Sports Status for Esports
  • Warns of child safety and mental health risks from unregulated gaming
  • Highlights India's 500M+ gamer base and $10B market potential
  • Calls for mandatory game audits and ecosystem regulation
3 min read

MP Kartikeya Sharma pushes for esports sports status, flags risks of unregulated online gaming in Rajya Sabha

Rajya Sabha MP Kartikeya Sharma urges official sports status for esports and regulation for online gaming, citing economic potential and child safety risks.

"digital frontier of both promise and peril - MP Kartikeya Sharma"

New Delhi, February 10

Raising the issue during Zero Hour in the Rajya Sabha, MP Kartikeya Sharma on Tuesday urged the Government to grant Official Sports Status to Esports and introduce comprehensive regulation of online gaming, citing its growing economic significance as well as rising concerns around child safety and mental health.

Calling electronic gaming a "digital frontier of both promise and peril," Sharma said India's Orange Economy is no longer a fringe sector but a key driver of the country's economic future. He noted that India's creative economy is currently valued at around USD 30 billion and supports nearly 8 percent of the working population, forming a critical pillar of the Government's USD 1 trillion digital economy vision.

Highlighting the scale of the gaming ecosystem, Sharma pointed out that India today has over 500 million amateur gamers, the largest gaming audience globally, along with lakhs of professional players. The domestic gaming market, currently estimated at USD 3.7 billion, is projected to grow to USD 10 billion by 2030, while the AVGC sector is expected to require nearly 2 million skilled professionals by 2030.

To harness this growth in a structured manner, Sharma pressed for Official Sports Status for Esports, stating that formal recognition would help establish professional leagues, regulated training systems, and legitimate career pathways for Indian youth, while strengthening India's position in the global digital economy.

However, Sharma also sounded a strong warning over the "crisis of unregulated amateur online gaming," particularly its impact on children. Referring to clinical studies, he said excessive and unregulated gaming has been directly linked to rising cases of gaming addiction, ADHD, anxiety, and depression among children and adolescents, with several reported instances of self-harm driven by gaming dependency.

Speaking as a parent, Sharma said technological advancement must not come at the cost of child safety. He stressed that protecting children in digital spaces is both a policy necessity and a moral responsibility.

The Rajya Sabha MP called for regulation across the entire gaming ecosystem, including game development, publishing, and streaming platforms, and recommended mandatory game audits to ensure age-appropriate content and safer digital environments.

Sharma also welcomed the Union Budget proposal to set up AVGC Content Creator Labs in 15,000 secondary schools, calling it a "right first step" towards nurturing India's Yuva Shakti and preparing students for future digital careers.

Concluding his remarks, Sharma said India's challenge is not whether to grow digitally, but how to do so responsibly. The choice, he said, lies between unregulated expansion and disciplined, policy-driven development.

- ANI

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Reader Comments

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Priya S
As a mother of a 14-year-old, I fully support the call for regulation. The addiction to these battle royale games is real. Kids are up till 3 AM, their studies are suffering. We need strong age gates and time limits. Recognition for professionals is fine, but protect our children first.
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Vikram M
$10 billion by 2030! That's a massive economic opportunity. We're the largest gaming audience but where are our big game studios? Regulation and status will bring in serious investment and create lakhs of jobs. This is the future, can't ignore it.
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Rohit P
Good points, but I hope this doesn't become another bureaucratic hurdle. "Mandatory game audits" sound like a license for censorship or delays. Let's not stifle creativity. The focus should be on education for safe gaming, not over-policing.
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Sarah B
The AVGC labs in schools is a brilliant idea! Instead of just banning, we're teaching skills. My nephew in Bangalore is already learning animation basics in his IT class. This is how you build a digital India – by preparing the next generation.
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Nikhil C
Balance is key. My younger brother is a semi-pro Valorant player. He trains like an athlete – strategy, reflexes, teamwork. It's a sport. But we also see kids spending parents' money on in-game purchases. Regulation for monetization is as important as for content.

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