Indian marketprivacy protection

India's New Wave of App Bans: Overseas Expansion Challenges Amid Geopolitical Tensions

印度再起APP封禁潮,地缘政治影响下的出海困局

January 23, 2026
24 views

Summary

Recently, India has launched a new round of app bans, focusing primarily on gaming and social media applications. These bans are not limited to Chinese-backed products, and while already installed apps may remain on users' devices, their latest versions have been removed from the Google Play Store and Apple App Store. The bans are enforced under Section 69A of the Information Technology Act, citing reasons such as national security and privacy protection. India has previously used this legal framework to ban several Chinese apps like TikTok and WeChat, claiming that these apps were stealing user data and transmitting it to servers abroad.

Recently, notifications sent to some developers' email accounts indicate that India has launched a new round of restrictions targeting overseas mobile apps. According to sources, this ban primarily targets the high-revenue sectors of gaming and social media. The restrictions are not limited to overseas products with Chinese investment backgrounds, and already installed applications may remain on mobile devices. However, since the latest versions of these apps have been removed from Google Play Store and Apple App Store, users will be unable to access future updates. This will significantly impact app maintenance and user experience.

(Image source: Yangfan Chuhai WeChat Official Account)

Section 69A of the Information Technology Act, 2000, referenced in the screenshot, serves as the primary legal basis for Indian authorities' app ban enforcement actions. In 2020, the Indian government banned 59 Chinese apps citing data security and national sovereignty concerns. These included popular apps such as TikTok, SHAREIt, UC Browser, CamScanner, Helo, Weibo, WeChat, and Club Factory. India's Ministry of Electronics and Information Technology stated in a press release that it had received “numerous complaints from various sources, including several reports about the misuse of certain mobile applications on Android and iOS platforms, which steal user data and secretly transmit it to servers located outside India without authorization.”

India's Ministry of Electronics and Information Technology stated that the decision to block these 59 applications was made to safeguard “India's sovereignty and integrity,” citing enforcement measures under Section 69A of the Information Technology Act, 2000, and relevant provisions in the Information Technology (Procedures and Safeguards for Blocking Access to Information) Rules, 2009. The Indian government also noted that some citizens reportedly expressed concerns to the Computer Emergency Response Team-India (CERT-In) regarding data security and privacy breaches associated with these applications. Additionally, the Ministry of Home Affairs indicated it had received “detailed recommendations” from the Ministry's Indian Cybercrime Coordination Center. Although the Indian government did not publicly name China in its actions against these applications, public comments from officials including the Minister of Communications, Electronics and Information Technology and the Minister of Law and Justice suggest this “digital crackdown” was undertaken to “safeguard India's security, defense, sovereignty, and integrity, and protect the data and privacy of the Indian people.”

(The primary reasons for the ban include national security, territorial rights, and geopolitical relations.)

Under Section 69A of the Information Technology Act, the Indian government has both regular and emergency procedures for issuing bans. In the case of the 59 applications previously banned, the term “provisional order” used in the statement issued when TikTok was banned suggests the government took the emergency route. The emergency route allows content blocking based on directives from the Minister of Information Technology, who must consider the disputed content and document the reasons for doing so. Under normal circumstances, orders to block content require: (a) a decision by a government committee and (b) an opportunity for the relevant intermediary to present its views to the committee. These procedures are not required when using emergency provisions. However, in emergency situations, the Minister of Information Technology's order must be submitted to the government committee within 48 hours. Based on the committee's recommendation, the order may be finalized or revoked. The legal order authorizing the designated agency to implement the ban has not yet been published. Section 16 of the Information Technology (Procedures and Safeguards for Blocking Access to Information) Rules (“Blocking Rules”) mandates strict confidentiality for blocking requests, received complaints, and actions taken, providing statutory backing for such secrecy. Nevertheless, this lack of transparency in enforcement activities has drawn criticism and skepticism from some practitioners within India.

As a primary battleground for Southeast Asian companies expanding overseas, India's massive internet user base has made it a key target market for countless businesses. Yet, in recent years, the repeated app removal enforcement actions with no clear end in sight—coupled with concerns over product stability and the convenience of capital repatriation—have caused many practitioners to hesitate when considering India, once a prime destination for overseas expansion.

Previously, this author covered PUBG's attempts to re-enter the Indian market (see “PUBG Returns to India: Data Localization + Anti-Addiction Measures + Content Compliance”). As one of the first apps banned in 2020, PUBG—a leading battle royale mobile game—did not stand still. Krafton revamped PUBG and launched BGMI, a battle royale game tailored for the Indian market. Within just one year of its launch, BGMI attracted over 100 million cumulative users before being banned by the Indian government for the same reasons. To secure the re-listing of its game, Krafton maintained active communication with Indian regulators and finally announced in 2023 that the product would soon return. According to public disclosures, Krafton implemented comprehensive corrective measures to facilitate BGMI's re-approval, including daily usage time limits to prevent excessive gaming, particularly targeting anti-addiction mechanisms for children. Additionally, Indian authorities required Krafton to modify in-game animations to ensure no depictions of blood. These corrective actions align with the Online Gaming Operating Rules issued earlier that year by India's Ministry of Electronics and Information Technology (as detailed in the article “India Releases New Online Gaming Regulatory Policy”). According to these Operating Rules, online games must:

1.Prevent game content from causing harm to users, such as self-harm or psychological damage.

2.Implement corresponding interactive measures to protect children from inappropriate or harmful online games through parental or access controls and age rating mechanisms.

3.Reduce risks of gaming addiction, financial loss, and fraud by repeatedly warning users and allowing them to exit the game upon reaching user-set time or monetary limits.

4.Ensure online real-money gaming does not violate India's sovereignty and integrity.

(BGMI remains available on both platforms, with the latest update dated September 20, 2024)

The BGMI case demonstrates that embracing regulation and proactive communication form a crucial foundation for establishing a foothold in the Indian market. Even so, the future landscape of the Indian market remains unpredictable in an enforcement environment lacking transparency. For overseas enterprises, the balancing act between revenue streams and compliance costs remains an enduring challenge. Throughout the compliance journey, businesses must continuously monitor regulatory shifts while maintaining risk management awareness in their operational strategies—demanding the courage and resolve to make tough decisions when necessary.

中文原文

近日,根据部分开发者邮箱收到的通知邮件表明,印度又开始了新一轮对于出海APP应用的,根据消息源披露,此次封禁活动主要集中在游戏及社交两个高营收板块,且封禁对象并不仅局限于中资背景的出海产品,已安装的应用程序可能会继续存在于移动设备上。但是,由于这些应用程序的最新版本已从 Google Play Store 和 Apple App Store 中移除,用户将来将无法访问更新版本,从应用维护及用户使用体验等方面将造成较大影响。

(图片源自公众号-扬帆出海)

截图中提到的《2000年信息技术法》第69A节,是印度当局采取APP封禁执法活动的主要法律依据,2020年,印度政府曾以数据安全和国家主权为由,禁用了 59 款中国应用程序。这些应用程序包括 TikTok、SHAREIt、UC 浏览器、Cam-Scanner、Helo、微博、微信和 Club Factory 等热门应用程序。印度电子和信息技术部在一份新闻稿中声称,它收到了“来自不同来源的许多投诉,包括几份关于滥用 Android 和 IOS 平台上的一些移动应用程序的报告,这些应用程序窃取用户数据并以未经授权的方式秘密传输到位于印度境外的服务器”。

印度信息和通信技术部表示,决定屏蔽这 59 款应用程序是为了维护“印度的主权和完整”,并援引《2000年信息技术法》第 69A 条的执法措施,以及《信息技术(阻止公众获取信息的程序和保障措施)规则 2009》中的相关规定。印度政府还表示,据报道,一些公民向印度计算机应急响应小组 (CERT-In) 表达了对使用这些应用程序的数据安全和隐私泄露的担忧。此外,印度内政部表示,他们还收到了内政部印度网络犯罪协调中心的“详尽建议”。尽管印度政府在针对这些应用程序的行动中没有公开点名中国,但包括印度通信、电子和信息技术部和法律与司法部部长在内的官员公开评论表明,此次“数字打击”是为了“维护印度的安全、国防、主权和完整,保护印度人民的数据和隐私”。

(主要的封禁理由包括国家安全、领土权益、地缘关系等)

根据《信息技术法》第 69A 条,印度政府有正常和紧急两种方式发布禁令,就此前 59 款应用程序的情况而言,TikTok遭到封禁时发布的声明中使用的“临时命令”一词,政府似乎采取了紧急途径。紧急途径允许根据信息技术部部长的指示屏蔽内容,部长必须考虑有争议的内容并记录其这样做的理由。在正常情况下,屏蔽内容的命令需要:(a) 由政府委员会做出决定 (b) 相关中介机构有机会向该委员会陈述意见。使用紧急规定时不需要这些流程。但是,在紧急情况下,信息技术部部长的命令必须在 48 小时内提交给政府委员会。根据该委员会的建议,可以最终确定或撤销该命令。授权指定机构实施禁令的法律命令尚未公布。《信息技术(阻止公众获取信息的程序和保障措施)规则》(“封锁规则”)第 16 条要求严格保密封锁请求、收到的投诉和采取的行动,也为此类信息保密提供了法条层面的支持,然而此类缺乏透明性的执法活动在印度国内同样受到部分从业者的批评与质疑。

作为东南亚出海主战场,印度以其庞大的互联网用户基数成为无数出海企业的重点布局国家,但近些年不断反复且解禁遥遥无期的APP下架执法,出于对产品稳定性以及资金回流便利性的顾虑,让一众从业者面对印度这一曾经的出海宝地望而却步。

此前笔者曾撰文介绍了PUBG尝试重返印度市场的资讯(详见《PUBG重返印度:数据本地化+防沉迷+内容合规》一文),作为2020年第一批被封禁的APP产品,作为吃鸡类手游头部产品的PUBG并未止步不前,Krafton对PUBG进行改版并推出了针对印度市场的大逃杀游戏BGMI,该游戏上线短短一年间吸引累计用户突破一亿,而后仍因同样的理由遭印度政府封禁。而为了自家游戏能够重新上架,Krafton与印度监管部门始终保持着积极沟通的态势,终于在2023年发布声明产品即将回归的消息。根据公开信息披露,为实现BGMI恢复上架,Krafton提供了充分的整改措施,包括为游戏设置每日使用时间限制,以避免玩家对游戏过度沉迷,特别是针对儿童群体的防沉迷机制。此外,印度有关部门要求Krafton调整游戏中的动画效果,确保不展示任何血液画面。而此类整改措施,与同年早些时候,印度电子和信息部颁布的在线游戏运营规则(详见《印度发布在线游戏新监管政策》一文)不谋而合,根据《运营规则》,网络游戏应:

1、防止游戏内容对用户造成伤害,如自残和心理伤害。

2、增加对应交互手段,通过家长或访问控制和年龄分级机制,保护儿童免受不适当或有害的网络游戏的侵害。

3、通过反复警告用户,并允许他们在达到用户设定的时间或金钱限制时自行退出游戏,降低游戏成瘾、经济损失和金融欺诈的风险。

  1. 4、确保在线真金游戏不违反印度主权和完整的利益。

(《BGMI》目前双端均为正常在架状态,最近版本更新为2024年9月20日)

从《BGMI》的案例中可以看出,拥抱监管,积极沟通是能够在印度市场站稳脚跟的重要基础。即便如此,我们仍然无法预见在透明度缺失的执法环境下印度市场的未来前景,对于出海企业而言,流水收益与合规成本之间的博弈是一如既往的主旋律。在合规运营的过程中,同时需要时刻关注监管动态的走向,亦需对业务布局保有风险管理的意识,具备壮士断腕的勇气与决心。

分享文章

相关文章

General

Game Licensing (ISBN Approval): Can Cultural Enforcement Be Exercised Across Regions?

游戏版号,文化执法也能异地?

This article analyzes the legality and rationality of cross-regional administrative enforcement in game licensing cases in China. It argues that, under the current legal framework, enforcement should follow the principle of territorial jurisdiction, as the place of illegal conduct is typically tied to the location of the game company. Cross-regional enforcement may lead to jurisdictional conflicts, increased compliance burdens, and risks of profit-driven enforcement, thereby undermining the business environment and procedural fairness.

6 views
General

Twitch bans streamers from “promoting or sponsoring” CS:GO skin gambling

Twitch禁止主播“推广或赞助”CSGO皮肤赌博

Twitch has updated its community guidelines to further restrict gambling-related content, explicitly banning the promotion and sponsorship of skin gambling websites, particularly those مرتبط with Counter-Strike: Global Offensive. Since 2022, Twitch has prohibited the promotion of gambling sites that are not licensed in jurisdictions with consumer protections, naming platforms such as Stake, Rollbit, and Roobet. The latest update expands these restrictions to include CS:GO skin gambling sites and their free social versions, while also banning links, promo codes, and visual displays of such content. Twitch stated that the move responds to renewed interest in CS:GO skin gambling.

4 views
General

U.S. Market Expansion: New Age Verification Method Under COPPA

美国出海:COPPA下新的年龄验证方法

To facilitate compliance with the Children’s Online Privacy Protection Act (COPPA), the Entertainment Software Rating Board (ESRB), together with other U.S. institutions, has proposed a new mechanism for obtaining verifiable parental consent (VPC). The proposal relies on privacy-protective facial age estimation technology, developed with technical support from Yoti and SuperAwesome. The U.S. Federal Trade Commission (FTC) is currently soliciting public comments on whether this method falls within existing COPPA-approved verification methods, whether it satisfies the statutory requirements for parental consent, and whether it introduces privacy risks, including those related to biometric information. The proposal signals a potentially significant development in age verification compliance for online platforms and gaming services operating in the United States.

5 views