ANAHATA
Illustration of a young Indian gamer on a city rooftop at dusk holding a glowing smartphone, looking toward a distant esports arena lit with stage lights and fireworks

Industry Trends

India Plays Esports on Its Phones. Its Asian Games Team Doesn't.

Esports is back as a medal sport at the 20th Asian Games in Aichi-Nagoya, Japan, with 11 events running from September 23 to October 2 at the Aichi International Exhibition Center. Four of those titles are mobile games: PUBG Mobile, Honor of Kings, Mobile Legends: Bang Bang and Identity V. India, one of the biggest mobile gaming audiences in the world, is sending 15 esports athletes, but none of them will play a mobile game. The squad, approved by the Ministry of Youth Affairs and Sports on August 22, is competing in League of Legends, Pokémon Unite, eFootball and Puyo Puyo Champions.

The gap comes down to regulation. In March, organisers dropped PUBG Mobile from India's national qualifiers, citing "regulatory factors in India" and the ban on PUBG Mobile that has been in place since September 2020. That leaves the country's most-watched competitive game, BGMI, with no route to an Asian Games medal, even though its BMPS 2026 grand finals in Jaipur carried a ₹4 crore prize pool. India's first result of the week showed how thin the bench is without it: on September 23 the eFootball pair of Chinmay Sahoo and Danial Patel drew 0-0 with Uzbekistan and took a walkover win over Mongolia, but finished level on four points and missed the quarterfinals, where only the group winner advanced.

This is a policy story as much as a sports story. According to TalkEsport, the Online Gaming Rules 2026, in force since May 1, formally recognise esports while banning real-money games, but individual titles still need recognition under the National Sports Governance Act 2025. For a game with ownership links to a banned app, that recognition is much harder to get. In India, whether a game can represent the country is now decided by regulators and federations, not just by how many people play it.

For studios building competitive mobile games in India, the lesson is that players and institutions are moving at different speeds. Players pack into BGMI tournaments; federations pick titles they can clear with regulators. A game that wants a place in the organised esports pipeline, from national championships to college leagues and government-backed events, needs clean ownership, compliant data practices and no real-money mechanics from day one. The same qualities make a game easier to feature on app stores and easier for sponsors to back.

The next test is close. TalkEsport reports that an Indian national BGMI team will play at the Esports Nations Cup in Riyadh from November 3 to 8, the first time the title competes under a national banner on a global stage. A strong showing there would make it much harder to leave India's mobile scene out of future Asian Games. At Anahata Interactive we build mobile games for India first, and we'll be watching both results closely.