#FactCheck - Viral Video Claiming Iran’s Attack on US Airbase Debunked as 9/11 Footage
Executive Summary
A video showing thick smoke rising from a building and people running in panic is being shared on social media. The video is being circulated with the claim that it shows Iran launching a missile attack on the United States.CyberPeace’s research found the claim to be misleading. Our probe revealed that the video is not related to any recent incident. The viral clip is actually from the September 11, 2001 terrorist attacks on the World Trade Center in the United States and is being falsely shared as footage of an alleged Iranian missile strike on the US.
Claim:
An Instagram user shared the video claiming, “Iran has attacked a US airbase in Qatar. Iran has fired six ballistic missiles at the Al Udeid Airbase in Qatar. Al Udeid Airbase is the largest US military base in West Asia.”
Links to the post and its archived version are provided below.

Fact Check:
To verify the claim, we extracted key frames from the viral video and ran a reverse image search using Google Lens. During the search, we found visuals matching the viral clip in a report published by Wion on September 11, 2021. The report, titled “In pics | A look back at the scenes from the 9/11 attacks,” included an image that closely resembled the visuals seen in the viral video. The caption of the image stated that it was a file photo from September 11, 2001, showing pedestrians running as one of the World Trade Center towers collapsed in New York City.

Further research led us to the same footage on the YouTube channel CBS 8 San Diego. At the 01:11 timestamp of the video, visuals matching the viral clip can be clearly seen.

We also found an Al Jazeera report dated June 23, 2025, which confirmed that Iran had attacked US forces stationed at the Al Udeid airbase in Qatar in retaliation for US strikes on Iran’s uclear facilities. However, the visuals used in the viral video do not correspond to this incident.

Conclusion
The viral video does not show a recent Iranian attack on a US airbase in Qatar. The clip actually dates back to the September 11, 2001 terrorist attacks on the World Trade Center in the United States. Old 9/11 footage has been falsely shared with a misleading claim linking it to Iran’s alleged missile strike on the US.
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Introduction
The development of high-speed broadband internet in the 90s triggered a growth in online gaming, particularly in East Asian countries like South Korea and China. This culminated in the proliferation of competitive video game genres, which had otherwise existed mostly in the form of high-score and face-to-face competitions at arcades. The online competitive gaming market has only become bigger over the years, with a separate domain for professional competition, called esports. This industry is projected to reach US$4.3 billion by 2029, driven by advancements in gaming technology, increased viewership, multi-million dollar tournaments, professional leagues, sponsorships, and advertising revenues. However, the industry is still in its infancy and struggles with fairness and integrity issues. It can draw lessons in regulation from the traditional sports market to address these challenges for uniform global growth.
The Growth of Esports
The appeal of online gaming lies in its design innovations, social connectivity, and accessibility. Its rising popularity has culminated in online gaming competitions becoming an industry, formally organised into leagues and tournaments with reward prizes reaching up to millions of dollars. Professional teams now have coaches, analysts and psychologists supporting their players. For scale, the 2024 ESports World Cup (EWS) held in Saudi Arabia had the largest combined prize pool of over US$60 million. Such tournaments can be viewed in arenas and streamed online, and by 2025, around 322.7 million people are forecast to be occasional viewers of esports events.
According to Statista, esports revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.59%, resulting in a projected market volume of US$5.9 billion by 2029. Esports has even been recognised in traditional sporting events, debuting as a medal sport in the Asian Games 2022. In 2024, the International Olympic Committee (IOC) announced the Olympic Esports Games, with the inaugural event set to take place in 2025 in Saudi Arabia. Hosting esports events such as the EWS is expected to boost tourism and the host country’s local economy.
The Challenges of Esports Regulation
While the esports ecosystem provides numerous opportunities for growth and partnerships, its under-regulation presents challenges. Due to the lack of a single governing body like the IOC for the Olympics or FIFA for football to lay down centralised rules, the industry faces certain challenges, such as :
- Integrity issues: Esports are not immune to cheating attempts. Match-fixing, using advanced software hacks, doping (e.g., Adderall use), and the use of other illegal aids are common. DOTA, Counter-Strike, and Overwatch tournaments are particularly susceptible to cheating scandals.
- Players’ Rights: The teams that contractually own professional players provide remuneration and exercise significant control over athletes, who face issues like overwork, a short-lived career, stress, the absence of collective bargaining forums, instability, etc.
- Fragmented National Regulations: While multiple countries have recognised esports as a sport, policies on esports governance and allied regulation vary within and across borders. For example, age restrictions and laws on gambling, taxation, labour, and advertising differ by country. This can create confusion, risks and extra costs, impacting the growth of the ecosystem.
- Cybersecurity Concerns: The esports industry carries substantial prize pools and has growing viewer engagement, which makes it increasingly vulnerable to Distributed Denial of Service (DDoS) attacks, malware, ransomware, data breaches, phishing, and account hijacking. Tournament organisers must prioritise investments in secure network infrastructure, perform regular security audits, encrypt sensitive data, implement network monitoring, utilise API penetration testing tools, deploy intrusion detection systems, and establish comprehensive incident response and mitigation plans.
Proposals for Esports Regulation: Lessons from Traditional Sports
To address the most urgent challenges to the esports industry as outlined above, the following interventions, drawing on the governance and regulatory frameworks of traditional sports, can be made:
- Need for a Centralised Esports Governing Body: Unlike traditional sports, the esports landscape lacks a Global Sports Organisation (GSO) to oversee its governance. Instead, it is handled de facto by game publishers with industry interests different from those of traditional GSOs. Publishers’ primary source of revenue is not esports, which means they can adopt policies unsuitable for its growth but good for their core business. Appointing a centralised governing body with the power to balance the interests of multiple stakeholders and manage issues like unregulated gambling, athlete health, and integrity challenges is a logical next step for this industry.
- Gambling/Betting Regulations: While national laws on gambling/betting vary, GSOs establish uniform codes of conduct that bind participants contractually, ensuring consistent ethical standards across jurisdictions. Similar rules in esports are managed by individual publishers/ tournament organisers, leading to inconsistencies and legal grey areas. The esports ecosystem needs standardised regulation to preserve fair play codes and competitive integrity.
- Anti-Doping Policies: There is increasing adderall abuse among young players to enhance performance with the rising monetary stakes in esports. The industry must establish a global framework similar to the World Anti-Doping Code, which, in conjunction with eight international standards, harmonises anti-doping policies across all traditional sports and countries in the world. The esports industry should either adopt this or develop its own policy to curb stimulant abuse.
- Norms for Participant Health: Professional players start around age 16 or 17 and tend to retire around 24. They may be subjected to rigorous practice hours and stringent contracts by the teams that own them. There is a need for international norm-setting by a federation overseeing the protection of underage players. Enforcement of these norms can be one of the responsibilities of a decentralised system comprising country and state-level bodies. This also ensures fair play governance.
- Respect and Diversity: While esports is technologically accessible, it still has room for better representation of diverse gender identities, age groups, abilities, races, ethnicities, religions, and sexual orientations. Embracing greater diversity and inclusivity would benefit the industry's growth and enhance its potential to foster social connectivity through healthy competition.
Conclusion
The development of the world’s first esports island in Abu Dhabi gives impetus to the rapidly growing esports industry with millions of fans across the globe. To sustain this momentum, stakeholders must collaborate to build a strong governance framework that protects players, supports fans, and strengthens the ecosystem. By learning from traditional sports, esports can establish centralised governance, enforce standardised anti-doping measures, safeguard athlete rights, and promote inclusivity, especially for young and diverse communities. Embracing regulation and inclusivity will not only enhance esports' credibility but also position it as a powerful platform for unity, creativity, and social connection in the digital age.
Resources
- https://www.statista.com/outlook/amo/esports/worldwide
- https://www.statista.com/statistics/490480/global-esports-audience-size-viewer-type/
- https://asoworld.com/blog/global-esports-market-report-2024/#:~:text=A%20key%20driver%20of%20this%20growth%20is%20the%20Sponsorship%20%26%20Advertising,US%24288.9%20million%20in%202024.
- https://lawschoolpolicyreview.com/2023/12/28/a-case-for-recognising-professional-esports-players-as-employees-of-their-game-publisher/
- https://levelblue.com/blogs/security-essentials/the-hidden-risks-of-esports-cybersecurity-on-the-virtual-battlefield
- https://medium.com/@heyimJoost/esports-governance-and-its-failures-9ac7b3ec37ea
- https://www.google.com/search?q=adderall+abuse+in+esports&oq=adderall+abuse+in+esports&gs_lcrp=EgZjaHJvbWUyBggAEEUYOTIHCAEQIRiPAjIHCAIQIRiPAtIBCDU2MDdqMGo5qAIAsAIB&sourceid=chrome&ie=UTF-8
- https://americanaddictioncenters.org/blog/esports-adderall-abuse#:~:text=A%202020%20piece%20by%20the,it%20because%20everyone%20was%20using

On the occasion of 20th edition of Safer Internet Day 2023, CyberPeace in collaboration with UNICEF, DELNET, NCERT, and The National Book Trust (NBT), India, took steps towards safer cyberspace by launching iSafe Multimedia Resources, CyberPeace TV, and CyberPeace Café in an event held today in Delhi.
CyberPeace also showcased its efforts, in partnership with UNICEF, to create a secure and peaceful online world through its Project iSafe, which aims to bridge the knowledge gap between emerging advancements in cybersecurity and first responders. Through Project iSafe, CyberPeace has successfully raised awareness among law enforcement agencies, education departments, and frontline workers across various fields. The event marked a significant milestone in the efforts of the foundation to create a secure and peaceful online environment for everyone.
Launching the Cyberpeace TV, café and isafe material , National Cybersecurity coordinator of Govt of India, Lt Gen Rajesh Pant interacts with the students by introducing them with the theme of this safer internet day. He launched the coword cyber challenge initiative by the countries. Content is most important in cyberspace. He also assured everyone that the government of India is taking a lot of steps at national level to make cyber space safer. He compliments CPF for their initiatives.
Ms. Zafrin Chaudhry, Chief of Communication, UNICEF addresses students with the facts that children make out 1 out of 3 in cyberspace, so they should have a safe cyberspace. They should be informed and equipped with all the information on how to deal with any kind of issues they face in cyberspace. They should share their experience with everyone to make others aware. UNICEF in partnership with CPF is extending help to children to equip them with the help and information.
Major Vineet Kumar, Founder and Global President of CPF welcomed all and introduced us about the launching of iSafe Multimedia Resources, CyberPeace TV, and CyberPeace Café . With this launch he threw some light on upcoming plans like launching a learning module of metaverse with AR and VR. He wants to make cyberspace safe even in tier 3 cities that’s why he established the first cybercafé in Ranchi.
As the internet plays a crucial role in our lives, CyberPeace has taken action to combat potential cyber threats. They introduced CyberPeace TV, the world’s first multilingual TV Channel on Jio TV focusing on Education and Entertainment, a comprehensive online platform that provides the latest in cybersecurity news, expert analysis, and a community for all stakeholders in the field. CyberPeace also launched its first CyberPeace Café for creators and innovators and released the iSafe Multimedia resource containing Flyers, Posters, E hand book and handbook on digital safety for children developed jointly by CyberPeace, UNICEF and NCERT for the public.
O.P. Singh, Former DGP, UP Police & CEO Kailash Satyarthi foundation, , started with the data of internet users in India. The Internet is used in day-to -day activities nowadays and primarily in social media. Students should have a channelized approach to cyberspace like fixed screen time, information to the right content, and usage of the internet. I really appreciate the initiates that CyberPeace is taking in this direction.
The celebration continued by iSafe Panel Discussion on “Creating Safer Cyberspace for Children.” The discussion was moderated by Dr. Sangeeta Kaul, Director of DELNET, and was attended by panellists Mr. Rakesh Maheshwari from MeitY(Ministry of electronics and information Technology, Govt. of India), Dr. Indu Kumar from CIET-NCERT, Ms. Bindu Sharma from ICMEC, and Major Vineet Kumar from CyberPeace.
The event was also graced by professional artists from the National School of Drama, who performed Nukkad Natak and Qawwali based on cyber security themes. Students from SRDAV school also entertained the audience with their performances. The attendees were also given a platform to share their experiences with online security issues, and ICT Awardees, Parents and iSafe Champions shared their insights with the guests. The event also had stalls by CyberPeace Corps, a Global volunteer initiative, and CIET-NCERT for students to explore and join the cause. The event’s highlight was the 360 Selfie Booth, where attendees lined up to have their turn.

Pretext
On 20th October 2022, the Competition Commission of India (CCI) imposed a penalty of Rs. 1,337.76 crores on Google for abusing its dominant position in multiple markets in the Android Mobile device ecosystem, apart from issuing cease and desist orders. The CCI also directed Google to modify its conduct within a defined timeline. Smart mobile devices need an operating system (OS) to run applications (apps) and programs. Android is one such mobile operating system that Google acquired in 2005. In the instant matter, the CCI examined various practices of Google w.r.t. licensing of this Android mobile operating system and various proprietary mobile applications of Google (e.g., Play Store, Google Search, Google Chrome, YouTube, etc.).
The Issue
Google was found to be misusing its dominant position in the tech market, and the same was the reason behind the penalty. Google argued about the competitive constraints being faced from Apple. In relation to understanding the extent of competition between Google’s Android ecosystem and Apple’s iOS ecosystem, the CCI noted the differences in the two business models, which affect the underlying incentives of business decisions. Apple’s business is primarily based on a vertically integrated smart device ecosystem that focuses on the sale of high-end smart devices with state-of-the-art software components. In contrast, Google’s business was found to be driven by the ultimate intent of increasing users on its platforms so that they interact with its revenue-earning service, i.e., online searches, which directly affects the sale of online advertising services by Google. It was seen that google had created a dominant position among the android phone manufacturers as they were made to have a set of google apps preinstalled in the device to increase the user’s dependency on google services. The CCI felt that Google had created a dominant position to which they replied that the same operations are done by Apple as well, to which the commission responded that apple is a phone and app manufacturer and they have Apple-owned apps in Apple devices only, but Google here in had made a pseudo mandate for android manufactures to have the google apps pre-installed which is, in turn, a possible way of disrupting the market equilibrium and violative of market practices. The CCI imposed a penalty of Rs. 1,337.76 for abusing its dominant position in multiple markets in India, CCI delineated the following five relevant markets in the present matter –

- The market for licensable OS for smart mobile devices in India
- The market for app store for Android smart mobile OS in India
- The market for general web search services in India
- The market for non-OS specific mobile web browsers in India
- The market for online video hosting platforms (OVHP) in India.
Supreme Courts Opinion
In October 2022, the Competition Commission of India (CCI) ruled that Google, owned by Alphabet Inc, exploited its dominant position in Android and told it to remove restrictions on device makers, including those related to the pre-installation of apps and ensuring exclusivity of its search. Google lost a challenge in the Supreme Court to block the directives, as the learned court refused to put a stay on the imposed penalty, further giving seven days to comply. The Supreme Court has said a lower tribunal—where Google first challenged the Android directives—can continue to hear the company’s appeal and must rule by March 31.
Counterpoint Research estimates that about 97% of 600 million smartphones in India run on Android. Apple has just a 3% share. Hoping to block the implementation of the CCI directives, Google challenged the CCI order in the Supreme Court by warning it could stall the growth of the Android ecosystem. It also said it would be forced to alter arrangements with more than 1,100 device manufacturers and thousands of app developers if the directives kick in. Google has been concerned about India’s decision as the steps are seen as more sweeping than those imposed in the European Commission’s 2018 ruling. There it was fined for putting in place what the Commission called unlawful restrictions on Android mobile device makers. Google is still challenging the record $4.3 billion fine in that case. In Europe, Google made changes later, including letting Android device users pick their default search engine, and said device makers would be able to license the Google mobile application suite separately from the Google Search App or the Chrome browser.
Conclusion
As the world goes deeper into cyberspace, the big tech companies have more control over the industry and the markets, but the same should not turn into anarchy in the global markets. The Tech giants need to be made aware that compliance is the utmost duty for all companies, and enforcement of the law of the land will be maintained no matter what. Earlier India lacked policies and legislation to govern cyberspace, but in the recent proactive stance by the govt, a lot of new bills have been tabled, one of them being the Intermediary Rules 2021, which has laid down the obligations nand duties of the companies by setting up an intermediary in the country. Such bills coupled with such crucial judgments on tech giants will act as a test and barrier for other tech companies who try to flaunt the rules and avoid compliance.