#FactCheck - Viral Video Falsely Linked to India; Actually from Bangladesh
A video circulating widely on social media shows a child throwing stones at a moving train, while a few other children can also be seen climbing onto the engine. The video is being shared with a communal narrative, with claims that the incident took place in India.
Cyber Peace Foundation’s research found the viral claim to be misleading. Our research revealed that the video is not from India, but from Bangladesh, and is being falsely linked to India on social media.
Claim:
On January 15, 2026, a Facebook user shared the viral video claiming it depicted an incident from India. The post carried a provocative caption stating, “We are not afraid of Pakistan outside our borders. We are afraid of the thousands of mini-Pakistans within India.” The post has been widely circulated, amplifying communal sentiments.

Fact Check:
To verify the authenticity of the video, we conducted a reverse image search using Google Lens by extracting keyframes from the viral clip. During this process, we found the same video uploaded on a Bangladeshi Facebook account named AL Amin Babukhali on December 28, 2025. The caption of the original post mentions Kamalapur, which is a well-known railway station in Bangladesh. This strongly indicates that the incident did not occur in India.

Further analysis of the video shows that the train engine carries the marking “BR”, along with text written in the Bengali language. “BR” stands for Bangladesh Railways, confirming the origin of the train. To corroborate this further, we searched for images related to Bangladesh Railways using Google’s open tools. We found multiple images on Getty Images showing train engines with the same design and markings as seen in the viral video. The visual match clearly establishes that the train belongs to Bangladesh Railways.

Conclusion
Our research confirms that the viral video is from Bangladesh, not India. It is being shared on social media with a false and misleading claim to give it a communal angle and link it to India.
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Executive Summary:
A video is being shared on social media showing a man running rapidly in a river with water bottles tied to both his feet. Users are circulating the video claiming that the man is attempting to run on water using the support of the bottles. CyberPeace’s research found the viral claim to be false. Our research revealed that the video being shared on social media is not real but has been generated using artificial intelligence (AI).
Claim :
The claim was shared by a Facebook user on February 5, 2026, who wrote that a man was running on water using water bottles tied to his feet, calling it a unique attempt and questioning whether humans can run on water. Links to the post, its archived version, and screenshots are provided below.

Fact Check:
To verify the claim, we searched relevant keywords on Google but did not find any credible media reports supporting the incident. A closer examination of the viral video revealed several visual irregularities, raising suspicion that it may have been AI-generated. The video was then scanned using the AI detection tool Hive Moderation. According to the tool’s results, the video is 99 percent likely to be AI-generated.

Conclusion:
Our research confirms that the viral video does not depict a real incident and has been falsely shared as a genuine attempt to run on water.

Introduction
In a setback to the Centre, the Bombay High Court on Friday 20th September 2024, struck down the provisions under IT Amendment Rules 2023, which empowered the Central Government to establish Fact Check Units (FCUs) to identify ‘fake and misleading’ information about its business on social media platforms.
Chronological Overview
- On 6th April 2023, the Ministry of Electronics and Information Technology (MeitY) notified the Information Technology (Intermediary Guidelines and Digital Media Ethics Code) Amendment Rules, 2023 (IT Amendment Rules, 2023). These rules introduced new provisions to establish a fact-checking unit with respect to “any business of the central government”. This amendment was done In exercise of the powers conferred by section 87 of the Information Technology Act, 2000. (IT Act).
- On 20 March 2024, the Central Government notified the Press Information Bureau (PIB) as FCU under rule 3(1)(b)(v) of the Information Technology (Intermediary Guidelines and Digital Media Ethics Code) Amendment Rules 2023 (IT Amendment Rules 2023).
- The next day on 21st March 2024, the Supreme Court stayed the Centre's decision on notifying PIB -FCU, considering the pendency of the proceedings before the High Court of Judicature at Bombay. A detailed analysis covered by CyberPeace on the Supreme Court Stay decision can be accessed here.
- In the latest development, the Bombay High Court on 20th September 2024, struck down the provisions under IT Amendment Rules 2023, which empowered the Central Government to establish Fact Check Units (FCUs) to identify ‘fake and misleading’ information about its business on social media platforms.
Brief Overview of Bombay High Court decision dated 20th September 2024
Justice AS Chandurkar was appointed as the third judge after a split verdict in January 2023 by a division bench consisting of Justices Gautam Patel and Neela Gokhal. As a Tie-breaker judge' Justice AS Chandurkar delivered the decision striking down provisions for setting up a Fact Check Unit under IT amendment 2023 rules. Striking down the Centre's proposed fact check unit provision, Justice A S Chandurkar of Bombay High Court also opined that there was no rationale to undertake an exercise in determining whether information related to the business of the Central govt was fake or false or misleading when in digital form but not doing the same when such information was in print. It was also contended that there is no justification to introduce an FCU only in relation to the business of the Central Government. Rule 3(1)(b)(v) has a serious chilling effect on the exercise of the freedom of speech and expression under Article 19(1)(a) of the Constitution since the communication of the view of the FCU will result in the intermediary simply pulling down the content for fear of consequences or losing the safe harbour provision given under IT Act.
Justice Chandurkar held that the expressions ‘fake, false or misleading’ are ‘vague and overbroad’, and that the ‘test of proportionality’ is not satisfied. Rule 3(1)(b)(v), was violative of Articles 14 and 19 (1) (a) and 19 (1) (g) of the Constitution and it is “ultra vires”, or beyond the powers, of the IT Act.
Role of Expert Organisations in Curbing Mis/Disinformation and Fake News
In light of the recent developments, and the rising incidents of Mis/Disinformation and Fake News it becomes significantly important that we all stand together in the fight against these challenges. The actions against Mis/Disinformation and fake news should be strengthened by collective efforts, the expert organisations like CyberPeace Foundation plays an key role in enabling and encouraging netizens to exercise caution and rely on authenticated sources, rather than solely rely on govt FCU to block the content.
Mis/Disinformation and Fake News should be stopped, identified and countered by netizens at the very first stage of its spread. In light of the Bombay High Court's decision to stuck down the provision related to setting up the FCU by the Central Government, it entails that the government's intention to address misinformation related solely to its business/operations may not have been effectively communicated in the eyes of the judiciary.
It is high time to exercise collective efforts against Mis/Disinformation and Fake News and support expert organizations who are actively engaged in conducting proactive measures, and campaigns to target these challenges, specifically in the online information landscape. CyberPeace actively publishes fact-checking reports and insights on Prebunking and Debunking, conducts expert sessions and takes various key steps aimed at empowering netizens to build cognitive defences to recognise the susceptible information, disregard misleading claims and prevent further spreads to ensure the true online information landscape.
References:
- https://www.scconline.com/blog/post/2024/09/20/bombay-high-court-it-rules-amendment-2023-fact-check-units-article14-article19-legal-news/#:~:text=Bombay%20High%20Court%3A%20A%20case,grounds%20that%20it%20violated%20constitutional
- https://indianexpress.com/article/cities/mumbai/bombay-hc-strikes-down-it-act-amendment-fact-check-unit-9579044/
- https://www.cyberpeace.org/resources/blogs/supreme-court-stay-on-centres-notification-of-pibs-fact-check-unit-under-it-amendment-rules-2023

Introduction
One of the biggest gaming populations in the world today is found in India. Every day, hundreds of millions of young Indians engage with streaming services, immersive digital content, mobile games and e-sports ecosystems. Yet, despite this massive scale of participation, India remains largely absent from the global conversation on original gaming intellectual property. Although the nation produces very few globally significant gaming worlds of its own, it consumes games on an astonishing scale. This paradox highlights a more serious structural issue with the gaming discourse in India. Our national conversation around gaming often begins and ends with regulation i.e., online betting, taxation, fantasy gaming legality, addiction and compliance. Although these worries are valid they have inadvertently obscured a much more crucial query: is India creating a gaming industry or is it just regulating a gaming market? Various subject-matter experts have expressed their views on this issue, like Shailendra Vikram Singh Former Deputy Secretary (Cyber & Information Security), Ministry of Home Affairs who is of the opinion,
“I believe India’s gaming story presents a unique paradox. While we are one of the world’s largest gaming markets, we have yet to fully realize gaming’s potential as a strategic pillar of the AVGC vision. Much of the conversation remains focused on regulation and consumption, whereas the larger opportunity lies in creation, innovation, and global competitiveness.
In my view, gaming should be recognized as a strategic creative and digital industry. It has the potential to generate high-value employment, foster indigenous intellectual property, and strengthen capabilities in design, storytelling, animation, immersive technologies, and emerging digital skills. Beyond its economic value, gaming can also serve as a powerful platform for education, skilling, and public engagement.
I also see gaming as an important medium for bringing India’s rich cultural heritage, historical narratives, and diverse traditions to global audiences through interactive storytelling. As digital experiences increasingly shape how younger generations learn, engage, and understand the world, culturally rooted content can become a source of both creative expression and national soft power.
At the same time, sustainable growth must be built on trust. Strong safeguards for cybersecurity, child protection, user safety, responsible gaming, and data governance are essential to creating a resilient and trusted ecosystem.
To realize the full promise of the AVGC vision, I believe India must aspire to be more than a large gaming market. A nation of gamers must ultimately become a nation of game creators.”
The Misplaced Focus of Regulating Bodies
A country with one of the world’s oldest storytelling civilizations should not remain from the world’s most influential storytelling medium. Examining how other nations viewed gaming as a strategic cultural enterprise highlights the disparity even further. Japan turned gaming into a tool of soft power by exporting global icons like Mario, Pokémon and Zelda. Along with K-pop and digital culture, South Korea incorporated gaming into its larger cultural export sector. With businesses like Tencent and games like Genshin Impact and Black Myth: Wukong, China is now aggressively marketing gaming as a geopolitical and technological impact ecosystem.
Through The Witcher, Poland even showed how local folklore based storytelling may achieve cultural relevance on a worldwide scale. In contrast, India contributes very little to the global gaming imagination despite having one of the strongest civilisational storytelling traditions in human history, including the Mahabharata, Ramayana, Buddhist Narratives, tribal folklore, Indic mythology and regional legends.
Artificial Intelligence and Lore of Lost Opportunities
The arrival of artificial intelligence now changes this equation dramatically. AI is lowering the barriers to creativity in ways previously unimaginable. For character design, procedural storytelling, localisation, environment creation, NPC interactions, voice synthesis and animation pipelines, independent producers and small studios can now use generative AI. Agile creative ecosystems are increasingly able to accomplish what formerly required enormous infrastructure and production teams. This offers India a once-in-a-lifetime chance to overcome conventional developmental barriers in the gaming sector. India may become a global center for AI-assisted storytelling, culturally grounded gaming storylines and scalable independent game production instead of competing just through capital-intensive AAA ecosystems.
The AVGC Promotion Task Force for India’s Digital future explicitly highlighted the significance of intellectual property development, academic integration, skilling and incubation systems. However, India still views gaming more as a compliance industry than as a significant creative economy. Economists use revenue forecasts to discuss gaming. Taxation frameworks are used by policymakers to discuss it. However, narrative ownership, digital culture, creative sovereignty and gaming as a long-term civilisational export are not sufficiently discussed.
Playing Everyone Else’s Game
The actual danger does not lie in the fact India won’t grow into a sizable gaming industry. The change has already taken place. The bigger risk is that, in a global market that is becoming more and more controlled by foreign narratives, foreign engines and foreign platforms, India may permanently remain a consumer ecosystem. Processors and graphic engines won’t be the only factors influencing gaming in the future, cultures that can emotionally engage worlds will also play a significant role. India possesses the depth of civilisation, creative heritage, technical prowess and population size necessary to develop into such a creator economy. It does not, however, have a consistent institutional focus on supporting studios, storytellers, animators and original intellectual property ecosystems.
References
- AVGC Promotion Task Force Report, Government of India
- KPMG India Media & Entertainment Reports
- EY-FICCI Media & Entertainment Industry Reports
- Newzoo Global Games Market Reports
- Lumikai “State of India Gaming” Reports
- UNESCO Reports on Cultural & Creative Industries
- World Economic Forum reports on AI and Creative Economies