#FactCheck - The video of Virat Kohli promoting online casino mobile app is a deep fake.
Executive Summary:
A viral clip where the Indian batsman Virat Kohli is shown endorsing an online casino and declaring a Rs 50,000 jackpot in three days as a guarantee has been proved a fake. In the clip that is accompanied by manipulated captions, Kohli is said to have admitted to being involved in the launch of an online casino during the interview with Graham Bensinger but this is not true. Nevertheless, an investigation showed that the original interview, which was published on YouTube in the last quarter of 2023 by Bensinger, did not have the mentioned words spoken by Kohli. Besides, another AI deepfake analysis tool called Deepware labelled the viral video as a deepfake.

Claims:
The viral video states that cricket star Virat Kohli gets involved in the promotion of an online casino and ensures that the users of the site can make a profit of Rs 50,000 within three days. Conversely, the CyberPeace Research Team has just revealed that the video is a deepfake and not the original and there is no credible evidence suggesting Kohli's participation in such endorsements. A lot of the users are sharing the videos with the wrong info title over different Social Media platforms.


Fact Check:
As soon as we were informed about the news, we made use of Keyword Search to see any news report that could be considered credible about Virat Kohli promoting any Casino app and we found nothing. Therefore, we also used Reverse Image Search for Virat Kohli wearing a Black T-shirt as seen in the video to find out more about the subject. We landed on a YouTube Video by Graham Bensinger, an American Journalist. The clip of the viral video was taken from this original video.

In this video, he discussed his childhood, his diet, his cricket training, his marriage, etc. but did not mention anything regarding a newly launched Casino app by the cricketer.
Through close scrutiny of the viral video we have noticed some inconsistencies in the lip-sync and voice. Subsequently, we executed Deepfake Detection in Deepware tool and identified it to be Deepfake Detected.


Finally, we affirm that the Viral Video Is Deepfakes Video and the statement made is False.
Conclusion:
The video has gone viral and claims that cricketer Virat Kohli is the one endorsing an online casino and assuring you that in three days time you will be a guaranteed winner of Rs 50,000. This is all a fake story. This incident demonstrates the necessity of checking facts and a source before believing any information, as well as remaining sceptical about deepfakes and AI (artificial intelligence), which is a new technology used nowadays for spreading misinformation.
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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.

Introduction
The emergence of deepfake technology has become a significant problem in an era driven by technological growth and power. The government has reacted proactively as a result of concerns about the exploitation of this technology due to its extraordinary realism in manipulating information. The national government is in the vanguard of defending national interests, public trust, and security as the digital world changes. On the 26th of December 2023, the central government issued an advisory to businesses, highlighting how urgent it is to confront this growing threat.
The directive aims to directly address the growing concerns around Deepfakes, or misinformation driven by AI. This advice represents the result of talks that Union Minister Shri Rajeev Chandrasekhar, had with intermediaries during the course of a month-long Digital India dialogue. The main aim of the advisory is to accurately and clearly inform users about information that is forbidden, especially those listed under Rule 3(1)(b) of the IT Rules.
Advisory
The Ministry of Electronics and Information Technology (MeitY) has sent a formal recommendation to all intermediaries, requesting adherence to current IT regulations and emphasizing the need to address issues with misinformation, specifically those driven by artificial intelligence (AI), such as Deepfakes. Union Minister Rajeev Chandrasekhar released the recommendation, which highlights the necessity of communicating forbidden information in a clear and understandable manner, particularly in light of Rule 3(1)(b) of the IT Rules.
Advise on Prohibited Content Communication
According to MeitY's advice, intermediaries must transmit content that is prohibited by Rule 3(1)(b) of the IT Rules in a clear and accurate manner. This involves giving users precise details during enrollment, login, and content sharing/uploading on the website, as well as including such information in customer contracts and terms of service.
Ensuring Users Are Aware of the Rules
Digital platform suppliers are required to inform their users of the laws that are relevant to them. This covers provisions found in the IT Act of 2000 and the Indian Penal Code (IPC). Corporations should inform users of the potential consequences of breaking the restrictions outlined in Rule 3(1)(b) and should also urge users to notify any illegal activity to law enforcement.
Talks Concerning Deepfakes
For more than a month, Union Minister Rajeev Chandrasekhar had a significant talk with various platforms where they addressed the issue of "deepfakes," or computer-generated fake videos. The meeting emphasized how crucial it is that everyone abides by the laws and regulations in effect, particularly the IT Rules to prevent deepfakes from spreading.
Addressing the Danger of Disinformation
Minister Chandrasekhar underlined the grave issue of disinformation, particularly in the context of deepfakes, which are false pieces of content produced using the latest developments such as artificial intelligence. He emphasized the dangers this deceptive data posed to internet users' security and confidence. The Minister emphasized the efficiency of the IT regulations in addressing this issue and cited the Prime Minister's caution about the risks of deepfakes.
Rule Against Spreading False Information
The Minister referred particularly to Rule 3(1)(b)(v), which states unequivocally that it is forbidden to disseminate false information, even when doing so involves cutting-edge technology like deepfakes. He called on intermediaries—the businesses that offer digital platforms—to take prompt action to take such content down from their systems. Additionally, he ensured that everyone is aware that breaking such rules has legal implications.
Analysis
The Central Government's latest advisory on deepfake technology demonstrates a proactive strategy to deal with new issues. It also highlights the necessity of comprehensive legislation to directly regulate AI material, particularly with regard to user interests.
There is a wider regulatory vacuum for content produced by artificial intelligence, even though the current guideline concentrates on the precision and lucidity of information distribution. While some limitations are mentioned in the existing laws, there are no clear guidelines for controlling or differentiating AI-generated content.
Positively, it is laudable that the government has recognized the dangers posed by deepfakes and is making appropriate efforts to counter them. As AI technology develops, there is a chance to create thorough laws that not only solve problems but also create a supportive environment for the creation of ethical AI content. User protection, accountability, openness, and moral AI use would all benefit from such laws. This offers an opportunity for regulatory development to guarantee the successful and advantageous incorporation of AI into our digital environment.
Conclusion
The Central Government's preemptive advice on deepfake technology shows a great dedication to tackling new risks in the digital sphere. The advice highlights the urgent need to combat deepfakes, but it also highlights the necessity for extensive legislation on content produced by artificial intelligence. The lack of clear norms offers a chance for constructive regulatory development to protect the interests of users. The advancement of AI technology necessitates the adoption of rules that promote the creation of ethical AI content, guaranteeing user protection, accountability, and transparency. This is a turning point in the evolution of regulations, making it easier to responsibly incorporate AI into our changing digital landscape.
References
- https://economictimes.indiatimes.com/tech/technology/deepfake-menace-govt-issues-advisory-to-intermediaries-to-comply-with-existing-it-rules/articleshow/106297813.cms
- https://pib.gov.in/PressReleaseIframePage.aspx?PRID=1990542#:~:text=Ministry%20of%20Electronics%20and%20Information,misinformation%20powered%20by%20AI%20%E2%80%93%20Deepfakes.
- https://www.timesnownews.com/india/centres-deepfake-warning-to-it-firms-ensure-users-dont-violate-content-rules-article-106298282#:~:text=The%20Union%20government%20on%20Tuesday,actors%2C%20businesspersons%20and%20other%20celebrities

Introduction
In an era where digitalization is transforming every facet of life, ensuring that personal data is protected becomes crucial. The enactment of the Digital Personal Data Protection Act, 2023 (DPDP Act) is a significant step that has been taken by the Indian Parliament which sets forth a comprehensive framework for Digital Personal Data. The Draft Digital Personal Data Protection Rules, 2025 has recently been released for public consultation to supplement the Act and ensure its smooth implementation once finalised. Though noting certain positive aspects, there is still room for addressing certain gaps and multiple aspects under the draft rules that require attention. The DPDP Act, 2023 recognises the individual’s right to protect their personal data providing control over the processing of personal data for lawful purposes. This Act applies to data which is available in digital form as well as data which is not in digital form but is digitalised subsequently. While the Act is intended to offer wide control to the individuals (Data Principal) over their personal information, its impact on vulnerable groups such as ‘Persons with Disabilities’ requires closer scrutiny.
Person with Disabilities as data principal
The term ‘data principal’ has been defined under the DPDP Act under Section 2(j) as a person to whom the personal data is related to, which also includes a person with a disability. A lawful guardian acting on behalf of such person with disability has also been included under the ambit of this definition of Data Principal. As a result, a lawful guardian acting on behalf of a person with disability will have the same rights and responsibilities as a data principal under the Act.
- Section 9 of the DPDP Act, 2023 states that before processing the personal data of a person with a disability who has a lawful guardian, the data fiduciary must obtain verifiable consent from that guardian, ensuring proper protection of the person with disability's data privacy.
- The data principal has the right to access information about personal data under Section 11 which is being processed by the data fiduciary.
- Section 12 provides the right to correction and erasure of personal data by making a request in a manner prescribed by the data fiduciary.
- A right to grievance redressal must be provided to the data principal in respect of any act or omission of performance of obligations by the data fiduciary or the consent manager.
- Under Section 14, the data principal has the right to nominate any other person to exercise the rights provided under the Act in case of death or incapacity.
Provision of consent and its implication
The three key components of Consent that can be identified under the DPDP Act, are:
- Explicit and Informed Consent: Consent given for the processing of data by the data principal or a lawful guardian in case of persons with disabilities must be clear, free and informed as per section 6 of the Act. The data fiduciary must specify the itemised description of the personal data required along with the specified purpose and description of the goods or services that would be provided by such processing of data. (Rule 3 under Draft Digital Personal Data Protection Rules)
- Verifiable Consent: Section 9 of the DPDP Act provides that the data fiduciary needs to obtain verifiable consent of the lawful guardian before processing any personal data of such a person with a disability. Rule 10 of the Draft Rules obligates the data fiduciary to adopt measures to ensure that the consent given by the lawful guardian is verifiable before the is processed.
- Withdrawal of Consent: Data principal or such lawful guardian has the option to withdraw consent for the processing of data at any point by making a request to the data fiduciary.
Although the Act includes certain provisions that focus on the inclusivity of persons with disability, the interpretation of such sections says otherwise.
Concerns related to provisions for Persons with Disabilities under the DPDP Act:
- Lack of definition of ‘person with disabilities’: The DPDP Act or the Draft Rules does not define the term ‘persons with disabilities’. This will create confusion as to which categories of disability are included and up to what percentage. The Rights of Persons with Disabilities Act, 2016 clearly defines ‘person with benchmark disability’, ‘person with disability’ and ‘person with disability having high support needs’. This categorisation is essential to determine up to what extent a person with disability needs a lawful guardian which is missing under the DPDP Act.
- Lack of autonomy: Though the definition of data principal includes persons with disabilities however the decision-making authority has been given to the lawful guardian of such individuals. The section creates ambiguity for people who have a lower percentage of disability and are capable of making their own decisions and have no autonomy in making decisions related to the processing of their personal data because of the lack of clarity in the definition of ‘persons with disabilities’.
- Safeguards for abuse of power by lawful guardian: The lawful guardian once verified by the data fiduciary can make decisions for the persons with disabilities. This raises concerns regarding the potential abuse of power by lawful guardians in relation to the handling of personal data. The DPDP Act does not provide any specific protection against such abuse.
- Difficulty in verification of consent: The consent obtained by the Data Fiduciary must be verified. The process that will be adopted for verification is at the discretion of the data fiduciary according to Rule 10 of the Draft Data Protection Rules. The authenticity of consent is difficult to determine as it is a complex process which lacks a standard format. Also, with the technological advancements, it would be challenging to identify whether the information given to verify the consent is actually true.
CyberPeace Recommendations
The DPDP Act, 2023 is a major step towards making the data protection framework more comprehensive, however, the provisions related to persons with disabilities and powers given to lawful guardians acting on their behalf still need certain clarity and refinement within the DPDP Act framework.
- Consonance of DPDP with Rights of Persons with Disabilities (RPWD) Act, 2016: The RPWD and DPDP Act should supplement each other and can be used to clear the existing ambiguities. Such as the definition of ‘persons with disabilities’ under the RPWD Act can be used in the context of the DPDP Act, 2023.
- Also, there must be certain mechanisms and safeguards within the Act to prevent abuse of power by the lawful guardian. The affected individual in case of suspected abuse of power should have an option to file a complaint with the Data Protection Board and the Board can further take necessary actions to determine whether there is abuse of power or not.
- Regulatory oversight and additional safeguards are required to ensure that consent is obtained in a manner that respects the rights of all individuals, including those with disabilities.
References:
- https://www.meity.gov.in/writereaddata/files/Digital%20Personal%20Data%20Protection%20Act%202023.pdf
- https://www.meity.gov.in/writereaddata/files/259889.pdf
- https://www.indiacode.nic.in/bitstream/123456789/15939/1/the_rights_of_persons_with_disabilities_act%2C_2016.pdf
- https://www.deccanherald.com/opinion/consent-disability-rights-and-data-protection-3143441
- https://www.pacta.in/digital-data-protection-consent-protocols-for-disability.pdf
- https://www.snrlaw.in/indias-new-data-protection-regime-tracking-updates-and-preparing-for-compliance/