#FactCheck - An edited video of Bollywood actor Ranveer Singh criticizing PM getting viral
Executive Summary:
An alleged video is making the rounds on the internet featuring Ranveer Singh criticizing the Prime Minister Narendra Modi and his Government. But after examining the video closely it revealed that it has been tampered with to change the audio. In fact, the original videos posted by different media outlets actually show Ranveer Singh praising Varanasi, professing his love for Lord Shiva, and acknowledging Modiji’s role in enhancing the cultural charms and infrastructural development of the city. Differences in lip synchronization and the fact that the original video has no sign of criticizing PM Modi show that the video has been potentially manipulated in order to spread misinformation.

Claims:
The Viral Video of Bollywood actor Ranveer Singh criticizing Prime Minister Narendra Modi.

Fact Check:
Upon receiving the Video we divided the video into keyframes and reverse-searched one of the images, we landed on another video of Ranveer Singh with lookalike appearance, posted by an Instagram account named, “The Indian Opinion News''. In the video Ranveer Singh talks about his experience of visiting Kashi Vishwanath Temple with Bollywood actress Kriti Sanon. When we watched the Full video we found no indication of criticizing PM Modi.

Taking a cue from this we did some keyword search to find the full video of the interview. We found many videos uploaded by media outlets but none of the videos indicates criticizing PM Modi as claimed in the viral video.

Ranveer Singh shared his thoughts about how he feels about Lord Shiva, his opinions on the city and the efforts undertaken by the Prime Minister Modi to keep history and heritage of Varanasi alive as well as the city's ongoing development projects. The discrepancy in the viral video clip is clearly seen when we look at it closely. The lips are not in synchronization with the words which we can hear. It is clearly seen in the original video that the lips are in perfect synchronization with the words of audio. Upon lack of evidence to the claim made and discrepancies in the video prove that the video was edited to misrepresent the original interview of Bollywood Actor Ranveer Singh. Hence, the claim made is misleading and false.
Conclusion:
The video that claims Ranveer Singh criticizing PM Narendra Modi is not genuine. Further investigation shows that it has been edited by changing the audio. The original footage actually shows Singh speaking positively about Varanasi and Modi's work. Differences in lip-syncing and upon lack of evidence highlight the danger of misinformation created by simple editing. Ultimately, the claim made is false and misleading.
- Claim: A viral featuring Ranveer Singh criticizing the Prime Minister Narendra Modi and his Government.
- Claimed on: X (formerly known as Twitter)
- Fact Check: Fake & Misleading
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The World Wide Web was created as a portal for communication, to connect people from far away, and while it started with electronic mail, mail moved to instant messaging, which let people have conversations and interact with each other from afar in real-time. But now, the new paradigm is the Internet of Things and how machines can communicate with one another. Now one can use a wearable gadget that can unlock the front door upon arrival at home and can message the air conditioner so that it switches on. This is IoT.
WHAT EXACTLY IS IoT?
The term ‘Internet of Things’ was coined in 1999 by Kevin Ashton, a computer scientist who put Radio Frequency Identification (RFID) chips on products in order to track them in the supply chain, while he worked at Proctor & Gamble (P&G). And after the launch of the iPhone in 2007, there were already more connected devices than people on the planet.
Fast forward to today and we live in a more connected world than ever. So much so that even our handheld devices and household appliances can now connect and communicate through a vast network that has been built so that data can be transferred and received between devices. There are currently more IoT devices than users in the world and according to the WEF’s report on State of the Connected World, by 2025 there will be more than 40 billion such devices that will record data so it can be analyzed.
IoT finds use in many parts of our lives. It has helped businesses streamline their operations, reduce costs, and improve productivity. IoT also helped during the Covid-19 pandemic, with devices that could help with contact tracing and wearables that could be used for health monitoring. All of these devices are able to gather, store and share data so that it can be analyzed. The information is gathered according to rules set by the people who build these systems.
APPLICATION OF IoT
IoT is used by both consumers and the industry.
Some of the widely used examples of CIoT (Consumer IoT) are wearables like health and fitness trackers, smart rings with near-field communication (NFC), and smartwatches. Smartwatches gather a lot of personal data. Smart clothing, with sensors on it, can monitor the wearer’s vital signs. There are even smart jewelry, which can monitor sleeping patterns and also stress levels.
With the advent of virtual and augmented reality, the gaming industry can now make the experience even more immersive and engrossing. Smart glasses and headsets are used, along with armbands fitted with sensors that can detect the movement of arms and replicate the movement in the game.
At home, there are smart TVs, security cameras, smart bulbs, home control devices, and other IoT-enabled ‘smart’ appliances like coffee makers, that can be turned on through an app, or at a particular time in the morning so that it acts as an alarm. There are also voice-command assistants like Alexa and Siri, and these work with software written by manufacturers that can understand simple instructions.
Industrial IoT (IIoT) mainly uses connected machines for the purposes of synchronization, efficiency, and cost-cutting. For example, smart factories gather and analyze data as the work is being done. Sensors are also used in agriculture to check soil moisture levels, and these then automatically run the irrigation system without the need for human intervention.
Statistics
- The IoT device market is poised to reach $1.4 trillion by 2027, according to Fortune Business Insight.
- The number of cellular IoT connections is expected to reach 3.5 billion by 2023. (Forbes)
- The amount of data generated by IoT devices is expected to reach 73.1 ZB (zettabytes) by 2025.
- 94% of retailers agree that the benefits of implementing IoT outweigh the risk.
- 55% of companies believe that 3rd party IoT providers should have to comply with IoT security and privacy regulations.
- 53% of all users acknowledge that wearable devices will be vulnerable to data breaches, viruses,
- Companies could invest up to 15 trillion dollars in IoT by 2025 (Gigabit)
CONCERNS AND SOLUTIONS
- Two of the biggest concerns with IoT devices are the privacy of users and the devices being secure in order to prevent attacks by bad actors. This makes knowledge of how these things work absolutely imperative.
- It is worth noting that these devices all work with a central hub, like a smartphone. This means that it pairs with the smartphone through an app and acts as a gateway, which could compromise the smartphone as well if a hacker were to target that IoT device.
- With technology like smart television sets that have cameras and microphones, the major concern is that hackers could hack and take over the functioning of the television as these are not adequately secured by the manufacturer.
- A hacker could control the camera and cyberstalk the victim, and therefore it is very important to become familiar with the features of a device and ensure that it is well protected from any unauthorized usage. Even simple things, like keeping the camera covered when it is not being used.
- There is also the concern that since IoT devices gather and share data without human intervention, they could be transmitting data that the user does not want to share. This is true of health trackers. Users who wear heart and blood pressure monitors have their data sent to the insurance company, who may then decide to raise the premium on their life insurance based on the data they get.
- IoT devices often keep functioning as normal even if they have been compromised. Most devices do not log an attack or alert the user, and changes like higher power or bandwidth usage go unnoticed after the attack. It is therefore very important to make sure the device is properly protected.
- It is also important to keep the software of the device updated as vulnerabilities are found in the code and fixes are provided by the manufacturer. Some IoT devices, however, lack the capability to be patched and are therefore permanently ‘at risk’.
CONCLUSION
Humanity inhabits this world that is made up of all these nodes that talk to each other and get things done. Users can harmonize their devices so that everything runs like a tandem bike – completely in sync with all other parts. But while we make use of all the benefits, it is also very important that one understands what they are using, how it is functioning, and how one can tackle issues should they come up. This is also important to understand because once people get used to IoT, it will be that much more difficult to give up the comfort and ease that these systems provide, and therefore it would make more sense to be prepared for any eventuality. A lot of times, good and sensible usage alone can keep devices safe and services intact. But users should be aware of any issues because forewarned is forearmed.
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Introduction
The unprecedented rise of social media, challenges with regional languages, and the heavy use of messaging apps like WhatsApp have all led to an increase in misinformation in India. False stories spread quickly and can cause significant harm, like political propaganda and health-related mis/misinformation. Programs that teach people how to use social media responsibly and attempt to check facts are essential, but they do not always connect with people deeply. Reading stories, attending lectures, and using tools that check facts are standard passive learning methods used in traditional media literacy programs.
Adding game-like features to non-game settings is called "gamification," it could be a new and interesting way to answer this question. Gamification involves engaging people by making them active players instead of just passive consumers of information. Research shows that interactive learning improves interest, thinking skills, and memory. People can learn to recognise fake news safely by turning fact-checking into a game before encountering it in real life. A study by Roozenbeek and van der Linden (2019) showed that playing misinformation games can significantly enhance people's capacity to recognise and avoid false information.
Several misinformation-related games have been successfully implemented worldwide:
- The Bad News Game – This browser-based game by Cambridge University lets players step into the shoes of a fake news creator, teaching them how misinformation is crafted and spread (Roozenbeek & van der Linden, 2019).
- Factitious – A quiz game where users swipe left or right to decide whether a news headline is real or fake (Guess et al., 2020).
- Go Viral! – A game designed to inoculate people against COVID-19 misinformation by simulating the tactics used by fake news peddlers (van der Linden et al., 2020).
For programs to effectively combat misinformation in India, they must consider factors such as the responsible use of smartphones, evolving language trends, and common misinformation patterns in the country. Here are some key aspects to keep in mind:
- Vernacular Languages
There should be games in Hindi, Tamil, Bengali, Telugu, and other major languages since that is how rumours spread in different areas and diverse cultural contexts. AI voice conversation and translation can help reduce literacy differences. Research shows that people are more likely to engage with and trust information in their native language (Pennycook & Rand, 2019).
- Games Based on WhatsApp
Interactive tests and chatbot-powered games can educate consumers directly within the app they use most frequently since WhatsApp is a significant hub for false information. A game with a WhatsApp-like interface where players may feel like they are in real life, having to decide whether to avoid, check the facts of, or forward messages that are going viral could be helpful in India.
- Detecting False Information
As part of a mobile-friendly game, players can pretend to be reporters or fact-checkers and have to prove stories that are going viral. They can do the same with real-life tools like reverse picture searches or reliable websites that check facts. Research shows that doing interactive tasks to find fake news makes people more aware of it over time (Lewandowsky et al., 2017).
- Reward-Based Participation
Participation could be increased by providing rewards for finishing misleading challenges, such as badges, diplomas, or even incentives on mobile data. This might be easier to do if there are relationships with phone companies. Reward-based learning has made people more interested and motivated in digital literacy classes (Deterding et al., 2011).
- Universities and Schools
Educational institutions can help people spot false information by adding game-like elements to their lessons. Hamari et al. (2014) say that students are more likely to join and remember what they learn when there are competitive and interactive parts to the learning. Misinformation games can be used in media studies classes at schools and universities by using models to teach students how to check sources, spot bias, and understand the psychological tricks that misinformation campaigns use.
What Artificial Intelligence Can Do for Gamification
Artificial intelligence can tailor learning experiences to each player in false games. AI-powered misinformation detection bots could lead participants through situations tailored to their learning level, ensuring they are consistently challenged. Recent natural language processing (NLP) developments enable AI to identify nuanced misinformation patterns and adjust gameplay accordingly (Zellers et al., 2019). This could be especially helpful in India, where fake news is spread differently depending on the language and area.
Possible Opportunities
Augmented reality (AR) scavenger hunts for misinformation, interactive misinformation events, and educational misinformation tournaments are all examples of games that help fight misinformation. India can help millions, especially young people, think critically and combat the spread of false information by making media literacy fun and interesting. Using Artificial Intelligence (AI) in gamified treatments for misinformation could be a fascinating area of study in the future. AI-powered bots could mimic real-time cases of misinformation and give quick feedback, which would help students learn more.
Problems and Moral Consequences
While gaming is an interesting way to fight false information, it also comes with some problems that you should think about:
- Ethical Concerns: Games that try to imitate how fake news spreads must ensure players do not learn how to spread false information by accident.
- Scalability: Although worldwide misinformation initiatives exist, developing and expanding localised versions for India's varied language and cultural contexts provide significant challenges.
- Assessing Impact: There is a necessity for rigorous research approaches to evaluate the efficacy of gamified treatments in altering misinformation-related behaviours, keeping cultural and socio-economic contexts in the picture.
Conclusion
A gamified approach can serve as an effective tool in India's fight against misinformation. By integrating game elements into digital literacy programs, it can encourage critical thinking and help people recognize misinformation more effectively. The goal is to scale these efforts, collaborate with educators, and leverage India's rapidly evolving technology to make fact-checking a regular practice rather than an occasional concern.
As technology and misinformation evolve, so must the strategies to counter them. A coordinated and multifaceted approach, one that involves active participation from netizens, strict platform guidelines, fact-checking initiatives, and support from expert organizations that proactively prebunk and debunk misinformation can be a strong way forward.
References
- Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the 15th International Academic MindTrek Conference.
- Guess, A., Nagler, J., & Tucker, J. (2020). Less than you think: Prevalence and predictors of fake news dissemination on Facebook. Science Advances.
- Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?—A literature review of empirical studies on gamification. Proceedings of the 47th Hawaii International Conference on System Sciences.
- Lewandowsky, S., Ecker, U. K., & Cook, J. (2017). Beyond misinformation: Understanding and coping with the “post-truth” era. Journal of Applied Research in Memory and Cognition.
- Pennycook, G., & Rand, D. G. (2019). Fighting misinformation on social media using “accuracy prompts”. Nature Human Behaviour.
- Roozenbeek, J., & van der Linden, S. (2019). The fake news game: actively inoculating against the risk of misinformation. Journal of Risk Research.
- van der Linden, S., Roozenbeek, J., Compton, J. (2020). Inoculating against fake news about COVID-19. Frontiers in Psychology.
- Zellers, R., Holtzman, A., Rashkin, H., Bisk, Y., Farhadi, A., Roesner, F., & Choi, Y. (2019). Defending against neural fake news. Advances in Neural Information Processing Systems.

Executive Summary
An image circulating on social media claims to show Suryakumar Yadav, captain of the Indian cricket team, extending his hand to greet Pakistan’s skipper Salman Ali Agha, who allegedly refused the gesture during the India–Pakistan T20 World Cup match held on February 15. Users shared the image as evidence of a real incident from the high-profile clash. However, a research by CyberPeace found that the image is AI-generated and was falsely circulated to mislead viewers.
Claim
On February 15, an X account named “@iffiViews,” reportedly operated from Pakistan, shared the image claiming it was taken during the India–Pakistan T20 World Cup match at the R. Premadasa Stadium in Colombo. The viral image appeared to show Yadav attempting to shake hands with Agha, who seemed to decline the gesture. The post quickly gained significant traction online, attracting around one million views at the time of reporting. Here is the link and archive link to the post, along with a screenshot.
- https://x.com/iffiViews/status/2023024665770484206?s=20
- https://archive.ph/xvtBs

Fact Check:
To verify the authenticity of the image, researchers closely examined the visual and identified a watermark associated with an AI image-generation tool. This raised strong indications that the image was digitally created and did not depict an actual event.

The image was further analysed using an AI detection tool, which indicated a 99.9 percent probability that the content was artificially generated or manipulated.

Researchers also conducted keyword searches to check whether the two captains had exchanged a handshake during the match. The search revealed media reports confirming that the traditional handshake between players has been discontinued since the Asia Cup 2025 in both men’s and women’s cricket. A report published by The Times of India on February 15 confirmed that no such customary exchange took place during the match between the two teams in Colombo.

Conclusion
The viral image claiming to show Suryakumar Yadav attempting to shake hands with Salman Ali Agha is not authentic. The visual is AI-generated and has been shared online with misleading claims.