iWorld
Strong Netflix growth underlines OTT growth potential in India
MUMBAI: Netflix India has just posted its earnings with the registrar of companies and reportedly, the video streaming giant has grown more than 700 per cent in the past 12 months.
While the company doesn’t share these details publicly, an ET Tech report, quoting Netflix’s annual filing, says that the Indian-arm of American video streaming giant recorded overall revenues of Rs 466.7 crore with a net profit of Rs 5.1 crore. In 2018, the company had a turnover of mere Rs 58 crore with Rs 20 lakh net profit.
No doubt, Netflix has upped its game in India by investing in expanding local content, a high-stakes marketing blitzkrieg and the launch of mobile-only plans starting at as low as Rs 199 per month, Netflix’s lowest subscription plan anywhere in the world. The strong growth posted by Reed Hastings-owned company, however, only underlines the tremendous growth potential for OTT platforms in the Indian market.
As per EY and FIICI 2019 report – ‘A Billion Screens of Opportunity,’ the OTT sector in India grew by a whopping 59 per cent in FY2019, growing from Rs 13.5 billion in 2018 to Rs 17 billion in 2019. The sector is estimated to reach Rs 24 billion by 2021. PwC, in its 2019 annual report – ‘Global Entertainment & Media Outlook 2019-2023,’ estimated that the Indian OTT market will grow to Rs 11,976 crore by 2023, growing at a CAGR of 21.8 per cent. During that period, India is also slated to be the eight biggest OTT market overtaking South Korea.
OTT platform expansion in India is also supported by rising digital penetration and disposable income. In 2018, digital media grew 42 per cent to reach Rs 169 billion. As per the FICCI 2019 report, paid video subscribers grew from around 7 million in 2017 to around 12-15 million in 2018. The report further estimates that India could have 30-35 million paying OTT subscribers (and a further 350+ million subscribers accessing bundled OTT services from telcos) by 2021.
All these market studies only buttress one point, i.e. there is enough space for over 30 OTT players in India, both home-grown like Zee5 and AltBalaji, as well as global-giants like Netflix, Amazon and Hotstar, to co-exist and grow simultaneously. The same is also reflected in the ever-increasing subscription base of all these platforms.
While Netflix in India registered near 700 per cent growth, in terms of subscribers, it’s still dwarfed by Hotstar that has upwards of 300 million active monthly users in India. In comparison, both Netflix and Amazon, the two global-giants in video-on-demand industry, together have less than 30 million subscribers in India. Even the home-grown late-entrant to the party, ZEE5, digital-arm of Zee Entertainment Enterprises Ltd's (ZEEL) launched in February 2018, increased its monthly active users from 21.7 million in the first quarter of 2018 to 76.4 million in the first quarter of 2019.
It’s pertinent to note that different OTT platforms in India are also adopting different expansion strategies. While global premium content was Netflix’s strength, Amazon expansion was helped by its clubbing of Amazon prime video with its online-retail service. Hotstar banked on sports telecast, whereas ZEE5 launched in 12 different languages, making it a strong player in the expanding regional market.
To be sure, though, the road-ahead for OTT platforms in India is not all that rosy. For one, no OTT platform has yet cracked the perfect monetisation model. While revenue and subscriber base are, indeed, increasing at a healthy pace, net profits are still meagre. Even Netflix, despite registering a 700 per cent growth rate, has posted a net profit of only Rs 5 crore. Barring Hotstar, that generates revenue through advertising during live sporting events, no other OTT player has successfully integrated advertising on their platforms.
For now, Netflix India is reaping dividends of being the early-mover in the market, as well as strong global premium content combined with local original shows and movie titles. Last fiscal, Netflix released six original films, five web-series and one docuseries in Hindi. The company has also signed an exclusive output deal with Karan Johar's Dharmatic Entertainment. However, the OTT war for subscribers in India is only heating up. With the foray of global players like Apple TV+ and Disney+, as well as region-specific OTT platforms like Hoichoi and Simply South, the Indian OTT market may see further segmentation, forcing companies to constantly innovate, expand and experiment with a variety of new advertising models.
Gaming
India’s new online gaming rules take effect today, banning money games and creating a regulator
The rules, in force from today, separate e-sports from gambling and impose jail terms and stiff fines on violators
NEW DELHI: India’s online gaming sector woke up this morning to a new reality. The Promotion and Regulation of Online Gaming Rules, 2026, came into force today, May 1st, turning a year of legislative intent into enforceable law. The message from New Delhi is blunt: e-sports and social games are welcome; online money games are not.
The rules operationalise the Promotion and Regulation of Online Gaming (PROG) Act, passed by Parliament in August 2025. Together, they represent the most sweeping regulatory intervention India has made in its booming digital gaming market, one that generated Rs 23,200 crore in 2024 and is projected to grow at a compound annual rate of 11 per cent to reach Rs 31,600 crore by 2027. The stakes, in every sense, could not be higher.
A sector out of control
The urgency behind the legislation is not hard to find. An estimated 45 crore Indians have been affected by online money gaming platforms, with losses exceeding Rs 20,000 crore. Addiction, financial ruin, money laundering, and suicides have all been linked to the sector. Seventy-seven per cent of the market’s revenues came from transaction-based games, a figure that made regulators deeply uneasy.
The government’s response, effective as of today, is categorical. Online money games, whether based on chance, skill, or any mix of the two, are banned outright. So is their advertising, promotion, and facilitation. Banks and payment processors are barred from handling related transactions. Unlawful platforms can be blocked under the Information
Technology Act, 2000.
The penalties are designed to sting. Offering or facilitating online money games can attract up to three years in jail and a fine of up to Rs 1 crore, or both. Repeat offenders face a minimum of three years, extendable to five, with fines between Rs 1 crore and Rs 2 crore. Advertising such games carries up to two years in prison and fines of up to Rs 50 lakh, with repeat violations attracting higher penalties still. Cyber cell officers at state and union territory levels, including at police station, district, and commissionerate levels, are empowered to investigate offences.
The new sheriff in town
At the centre of the new framework sits the Online Gaming Authority of India, a digital-first regulator constituted as an attached office of the Ministry of Electronics and Information Technology, headquartered in Delhi. It is chaired by the additional secretary of MeitY and includes joint secretary-level representation from home affairs, finance, information and broadcasting, youth affairs and sports, and law and justice, a deliberately multi-sectoral design built for a complex sector.
The authority’s powers are broad. It will maintain and publish lists of online money games, investigate complaints, issue directions, orders, and codes of practice, hear appeals on user grievances, and coordinate with financial institutions and law enforcement to ensure effective and timely action.
Its decisions on game classification are to be completed within 90 days, a time-bound commitment that industry players have welcomed after years of regulatory ambiguity. Classification can be triggered by the authority acting on its own initiative, by an application from a service provider, or by a notification from the central government. Games will be assessed on objective factors: whether stakes are involved, whether players expect monetary winnings, the revenue model, and whether in-game assets can be monetised outside the game. The outcome is recorded in a determination order specific to the game and provider.
E-sports gets its moment
While the crackdown on money gaming dominates today’s headlines, the rules also carve out a structured path for e-sports and online social games. Registration, required when notified by the central government, applies to all games offered as e-sports and is based on factors including risk to users, scale, financial transactions, and country of origin. A successful application yields a digital certificate of registration with a unique number, valid for up to ten years. Service providers must display registration details, designate a point of contact, comply with data retention requirements, and follow directions on facilitating payments.
Online money games are explicitly ineligible for recognition or registration as e-sports under the National Sports Governance Act, 2025. The separation is deliberate, and the industry has noticed.
Akshat Rathee, co-founder and managing director of NODWIN Gaming, called today’s operationalisation “encouraging,” pointing to publisher-led registration of esports titles and a time-bound determination process as creating “much-needed certainty for all stakeholders.” He added that the “continued emphasis on clearly separating esports from online money gaming is critical in preserving the integrity of competitive gaming as a skill-driven discipline.” He described it as “a proud moment to see official acknowledgement of the broader benefits of responsible esports and gaming, from building confidence, discipline, and teamwork to creating new career pathways for young talent,” and said the framework sets “a strong foundation for the ecosystem to scale in a more structured and globally competitive manner.”
Animesh Agarwal, co-founder and chief executive of S8UL, was equally bullish. “This clarity is critical in unlocking investor confidence and attracting multi-genre brands, while also enabling organisations to take a more long-term view, whether in investing in talent, scaling teams, or building globally competitive formats,” he said, adding that it “strengthens trust among audiences and mainstream stakeholders, positioning esports not just as a sport, but as a fast-growing youth entertainment category in India.”
But Agarwal urged caution on several fronts. There remains limited clarity around financial frameworks, particularly in how esports earnings are treated by banks and financial institutions. A well-defined pathway for the formal recognition or registration of esports teams is still evolving, as are structured player protections. He also called for smoother visa processes for esports athletes competing in international tournaments and for government support in developing infrastructure, including bootcamps, training facilities, and access to high-performance equipment across titles.
Vishal Parekh, chief operating officer of CyberPowerPC India, pointed to downstream effects on education and careers. “With formal recognition and policy backing, colleges and institutions are more likely to take the sector seriously, whether through dedicated esports infrastructure, training programmes, or curriculum integration,” he said, adding that this helps students view gaming as a viable career spanning roles across competitive play, content, game development, and allied industries. He noted that as esports gains prominence in global multi-sport events, the framework strengthens India’s position in international competitive gaming, and called on the ecosystem to provide the right infrastructure and access to high-performance hardware to unlock opportunities in talent development and job creation.
Protecting users, one safeguard at a time
The rules introduce a layered system of user protections calibrated to the risk profile of each game. These include age verification, age gating, time restrictions, parental controls, user reporting tools, counselling support, and fair-play and integrity monitoring. Service providers must disclose their safety features and internal grievance mechanisms when applying for determination or registration.
A two-tier grievance redressal system sits atop these safeguards. Users who are dissatisfied with a platform’s resolution can escalate to the authority within 30 days. The authority aims to dispose of such appeals within a further 30 days. A second appeal lies before the secretary of MeitY, who must also endeavour to resolve matters within 30 days. Enforcement proceedings will be conducted in digital mode wherever possible, with cases targeted for resolution within 90 days from receipt of a complaint.
Penalties under the framework are proportionate, taking into account gain from non-compliance, loss to users, the gravity of the offence, and whether violations are recurring. Mitigation efforts by service providers will also be considered when determining penalties. All penalties imposed under the Act will be credited to the Consolidated Fund of India.
The money follows the rules
For investors and founders, the implications are immediate and significant. Sagar Nair, head of incubation at LVL Zero Incubator, a 100-day sprint designed to accelerate early-stage gaming startups across India, argues that with real-money gaming now prohibited, capital will shift “away from transaction-driven models toward content-led, IP-driven, and global-first gaming businesses.” He acknowledged trade-offs: for operators with exposure to real-money formats, the market becomes more restrictive in the near term. But he argued that by clearly separating esports and non-money gaming from online money gaming, “India is positioning itself as a hub for responsible, creative, and scalable game development.” The opportunity, he said, is “to view India not just as a monetisation-first market, but as a talent, IP, and scale market,” adding that “for founders and investors willing to adapt, this shift could ultimately strengthen India’s position in the global gaming landscape.”
The government frames the wider impact in equally ambitious terms: a boost to India’s creative economy and digital exports, new career pathways for young people, protection for families from predatory platforms, and a stronger voice in global digital governance. India, it argues, offers a model for other countries grappling with the same tensions between gaming’s economic promise and its social risks, one that shows innovation and strong safeguards need not be mutually exclusive.
Whether the framework delivers on those promises will depend on enforcement, always the hardest part. But from today, the architecture is firmly in place: a regulator with teeth, a classification system with deadlines, penalties designed to deter, and a clear dividing line between games that build careers and games that destroy finances. For a sector that has grown fast and governed itself loosely, May 1st, 2026 is the day the free ride ends.







