TikTok vanishes from Google, Apple app stores in India after ban

TikTok had been downloaded more than 240 million times in India, app analytics firm Sensor Tower said in February. (AFP)
Updated 17 April 2019
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TikTok vanishes from Google, Apple app stores in India after ban

  • TikTok is hugely popular in India but some politicians say its content is inappropriate
  • The company employs more than 250 people in India and had plans for more investment as it expands the business

NEW DELHI: The Chinese video app TikTok is no longer available in Google and Apple app stores in India after a state court prohibited its downloads, a setback for developer Bytedance Technology’s efforts to tap users in a key market.
TikTok, which allows users to create and share short videos with special effects, is hugely popular in India but some politicians say its content is inappropriate.
A court in southern Tamil Nadu state asked the federal government on April 3 to ban TikTok, saying it encouraged pornography and warning that sexual predators could target child users.
The federal government sent a letter requesting Apple and Google to abide by the state court’s order, according to an IT ministry official.
Google blocked access to TikTok in its Play store in India to comply with the court’s directive, a person with direct knowledge told Reuters on Tuesday. The app was not available in Apple’s app store on Wednesday.
Google said in a statement it does not comment on individual apps but adheres to local laws. Apple did not respond to requests for comment.
A spokesman for TikTok in India declined to comment on the app’s removal, saying the matter was still in the courts.
The company had faith in the judicial system and was “optimistic about an outcome that would be well received by” its millions of users in India, he added.
TikTok had been downloaded more than 240 million times in India, app analytics firm Sensor Tower said in February. More than 30 million users installed the app in January 2019, 12 times more than in the same month last year.
Jokes, clips and footage related to India’s thriving movie industry dominate the app’s platform, along with memes and videos in which youngsters, some scantily clad, lip-sync and dance to popular music.
Bytedance challenged the state court’s ban order in India’s Supreme Court last week, saying it went against freedom of speech rights in India.
The top court had referred the case back to the state court, where a judge on Tuesday rejected Bytedance’s request to put the ban order on hold, K. Neelamegam, a lawyer arguing against Bytedance in the case, said.
The state court has requested written submissions from Bytedance in the case and has scheduled its next hearing for April 24.
Salman Waris, a technology lawyer at TechLegis Advocates & Solicitors, said the legal action against Bytedance could set a precedent of Indian courts intervening to regulate content on social media and other digital platforms.
In its Supreme Court filing, Bytedance argued that a “very minuscule” proportion of TikTok content was considered inappropriate or obscene.
The company employs more than 250 people in India and had plans for more investment as it expands the business, it said.


Saudi gaming industry has promising future, says Qiddiya executive

Updated 04 February 2026
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Saudi gaming industry has promising future, says Qiddiya executive

  • Mike Milanov said that the industry had surpassed the combined industries of film, television, music and sports worldwide
  • Milanov added that Saudi Arabia had talented teams with strong skills in esports and game development

RIYADH: Saudi Arabia is uniquely positioned for a highly promising future in the gaming sector, which is valued at $323 billion globally, according to the head of gaming at Saudi entertainment megaproject Qiddiya.

Mike Milanov, the company’s head of gaming and esports, spoke during the session “The Global Era of Gaming: How It Became the New Frontier for Media and Entertainment” at the Saudi Media Forum 2026 in Riyadh.

The industry, he said, had surpassed the combined industries of film, television, music and sports worldwide and was growing globally at an annual rate of 3 percent to 9 percent, expected to reach about $623 billion by 2035

He added that future generations held different perspectives and levels of engagement, as gaming represented a form of digital advancement and a powerful tool for connection.

Milanov also highlighted how Saudi Arabia had talented teams with strong skills in esports and game development, along with significant creative and innovative energy that supported building relationships both locally and globally.

He further noted that Qiddiya City spanned nearly 330 sq. km, and that more than 86 percent of Saudis identified themselves as gamers, reinforcing the Kingdom’s position as one of the world’s largest gaming and esports markets.

Karen Starr, vice president of marketing, branding and creative at Activision Publishing, also spoke during the panel and emphasized the major role gaming played across social media platforms.

She described this influence as positive for brand building, especially given the young audiences that followed gaming brands.

Starr added that the sustainability of major gaming brands depended on continuous engagement, community-building, and adapting content locally to maintain cultural relevance.

She explained that gaming had evolved into an ongoing media experience based on constant interaction and long-term audience connection.

She also said that gaming today had become a global media force that had surpassed traditional channels, shaping culture, content and audience engagement over time.

Meanwhile, Shelley Williams, executive vice president of sales at F1 Arcade Simulation, spoke about how gaming experiences were built on a sense of belonging and participation, which helped to create stronger infrastructure and extended media experiences.

She said that shared audience experiences opened the door to new ecosystems and further game development, supporting long-term content sustainability.