#FactCheck - Viral Video Misleadingly Tied to Recent Taiwan Earthquake
Executive Summary:
In the context of the recent earthquake in Taiwan, a video has gone viral and is being spread on social media claiming that the video was taken during the recent earthquake that occurred in Taiwan. However, fact checking reveals it to be an old video. The video is from September 2022, when Taiwan had another earthquake of magnitude 7.2. It is clear that the reversed image search and comparison with old videos has established the fact that the viral video is from the 2022 earthquake and not the recent 2024-event. Several news outlets had covered the 2022 incident, mentioning additional confirmation of the video's origin.

Claims:
There is a news circulating on social media about the earthquake in Taiwan and Japan recently. There is a post on “X” stating that,
“BREAKING NEWS :
Horrific #earthquake of 7.4 magnitude hit #Taiwan and #Japan. There is an alert that #Tsunami might hit them soon”.

Similar Posts:


Fact Check:
We started our investigation by watching the videos thoroughly. We divided the video into frames. Subsequently, we performed reverse search on the images and it took us to an X (formally Twitter) post where a user posted the same viral video on Sept 18, 2022. Worth to notice, the post has the caption-
“#Tsunami warnings issued after Taiwan quake. #Taiwan #Earthquake #TaiwanEarthquake”

The same viral video was posted on several news media in September 2022.

The viral video was also shared on September 18, 2022 on NDTV News channel as shown below.

Conclusion:
To conclude, the viral video that claims to depict the 2024 Taiwan earthquake was from September 2022. In the course of the rigorous inspection of the old proof and the new evidence, it has become clear that the video does not refer to the recent earthquake that took place as stated. Hence, the recent viral video is misleading . It is important to validate the information before sharing it on social media to prevent the spread of misinformation.
Claim: Video circulating on social media captures the recent 2024 earthquake in Taiwan.
Claimed on: X, Facebook, YouTube
Fact Check: Fake & Misleading, the video actually refers to an incident from 2022.
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Introduction
The enactment of the Online Gaming (Promotion and Regulation) Act, 2025 has a significant impact, resulting in considerable changes to the structure of the Indian gaming industry. The ban on Real-Money Games (RMG), including fantasy sports, rummy, and poker, aims to curb addiction, illegal betting and most importantly, financial exploitation.
However, this decision sent ripples throughout the industry, resulting in players, companies and their investors re-strategising their plans to move forward. This approach, however, is a sharp contrast to how other nations, including the UK, Singapore and others, regulate online gaming. This, as a result, has also raised doubts about the ban and calls into question whether this is the right move.
Industry in Flux - The resultant Fallout
- MPL’s Layoffs: The Mobile Premiere League has so far laid off nearly 60 per cent of its workforce, with the CEO of the company openly admitting that the company is no longer able to make money in India.
- Dream11’s Lost Revenue: Having seen a position of being a market leader, the company has now witnessed its 95 per cent revenue wiped out, resulting in raised alarms among investors.
- A23’s Legal Move: The company chose to move the Karnataka High Court under the argument that the ban also ends up unfairly criminalising skill-based games that were earlier classified differently from gambling by the courts.
The new face of eSports: With RMGs outlawed, the focus is now on esports, including casual mobile gaming, console/PC gaming, and creating new opportunities and also leaving a void for RMG revenue companies.
Regulations Around the World - & India
India has adopted a prohibition model, whereas many other countries have developed regulatory frameworks that allow sectoral expansion under monitoring.
United Kingdom:
- Online gaming is regulated by the UK Gambling Commission.
- RMGs are legal but subject to strict licensing, age verification and advertising rules.
- Self-exclusion schemes are a must, offered by operators along with tools to prevent gambling addictions.
United States
- State-driven regulations that vary from state to state.
- States including Nevada and New Jersey allow casinos both online and offline, while other states prohibit them completely.
- Regulation for skill-based fantasy games is fragmented but generally legal.
China
- Great focus on controlling and restricting gaming addictions among minors.
- Time limits are enforced for players under 18 (usually as little as 3 hours per week).
- Gambling has been deemed illegal; however, esports and casual gaming operate within China’s regulated gaming ecosystem, subject to certain compliance.
Singapore
- The Remote Gambling Act regulates chance-based games, while other eSports and skill-based games operate out of its jurisdiction and are regulated separately.
- Online gambling isn't completely banned, but is operated under restrictions.
- Only Licensed operators under strict controls are allowed by the government to operate to avoid and prevent black-market alternatives.
Australia
- Regulates under the Interactive Gambling Act.
- Sports betting and certain licensed operators are allowed, while most of the other online gambling services are prohibited.
- Restrictions on advertising and real-time interventions allow emphasis on harm minimisation.
India’s Approach - Comparison
The Online Gaming (Promotion and Regulation) Act, 2025 introduces a prohibition model for real money games. This differs from jurisdictions such as the UK and US, which have implemented regulatory frameworks to oversee the sector. In India, earlier legal interpretations distinguished between games of skill and games of chance. The new legislation provides a single treatment for both categories, which marks a departure from previous judicial pronouncements.
Conclusion
At present, India’s gaming sector is navigating layoffs, court cases, and a pivot towards esports post the RMG ban. Keeping in mind that the intent of said ban is the protection of citizens, the industry also argues that regulation, instead of prohibition, offers a sustainable approach to the issues. On the other hand, on the global scale, most nations prefer controlled and licensed models that ensure consumer safety and work on preserving both jobs and revenues. However, India’s step is diverging from such a model. The lack of safeguards and engagement in the real money gaming industry led to a prohibition model, underscoring that in sensitive digital sectors, early regulatory alignment is essential.
References
- India online gaming ban: Global rules & regulation bill 2025
- Level up or game over? Decoding India’s gaming industry post RMG ban
- MPL lays off 350 employees after GST rules, RMG crackdown
- India’s Dream11 hit by online gaming ban, revenue slumps
- Online gaming ban: A23 moves Karnataka HC against government decision
- UK Gambling Commission – Licensing and Regulations
- Fantasy Sports & Gambling Law – State by State
- China’s gaming restrictions for minors
- Singapore Remote Gambling Act – Ministry of Home Affairs
- Australian Communications and Media Authority – Interactive Gambling Act

Introduction
In the ever-evolving world of technological innovation, a new chapter is being inscribed by the bold visionaries at Figure AI, a startup that is not merely capitalising on artificial intelligence rage but seeking to crest its very pinnacle. With the recent influx of a staggering $675 million in funding, this Sunnyvale, California-based enterprise has captured the imagination of industry giants and venture capitalists alike, all betting on a future where humanoid robots transcend the realm of science fiction to become an integral part of our daily lives.
The narrative of Figure AI's ascent is punctuated by the names of tech luminaries and corporate giants. Jeff Bezos, through his firm Explore Investments LLC, has infused a hefty $100 million into the venture. Microsoft, not to be outdone, has contributed a cool $95 million. Nvidia and an Amazon-affiliated fund have each bestowed $50 million upon Figure AI's ambitious endeavours. This surge of capital is a testament to the potential seen in the company's mission to develop general-purpose humanoid robots that promise to revolutionise industries and redefine human labour.
The Catalyst for Change
This investment craze can be traced back to the emergence of OpenAI's ChatGPT, a chatbot that caught the public eye in November 2022. Its success has not only ushered in a new era for AI but has also sparked a race among investors eager to stake their claim in startups determined to outshine their more established counterparts. OpenAI itself, once mulling over the acquisition of Figure AI, has now joined the ranks of its benefactors with a $5 million investment.
The roster of backers reads like a who's who of the tech and venture capital world. Intel's venture capital arm, LG Innotek, Samsung's investment group, Parkway Venture Capital, Align Ventures, ARK Venture Fund, Aliya Capital Partners, and Tamarack—all have invested their lot with Figure AI, signalling a broad consensus on the startup's potential to disrupt and innovate.
Yet, when probed for insights, these major players—Amazon, Nvidia, Microsoft, and Intel—have maintained a Sphinx-like silence, while Figure AI and other entities mentioned in the report have refrained from immediate responses to inquiries. This veil of secrecy only adds to the intrigue surrounding the company's prospects and the transformative impact its technology may have on society.
Need For AI Robots
Figure AI's robots are not mere assemblages of metal and circuitry; they are envisioned as versatile beings capable of navigating a multitude of environments and executing a diverse array of tasks. From working at aisles of warehouses to the bustling corridors of retail spaces, these humanoid automatons are being designed to fill the void of millions of jobs projected to remain vacant due to a shrinking human labour force.
The company's long-term mission statement is as audacious as it is altruistic: 'to develop general-purpose humanoids that make a positive impact on humanity and create a better life for future generations.' This noble pursuit is not just about engineering efficiency; it is about reshaping the very fabric of work, liberating humans from hazardous and menial tasks, and propelling us towards a future where our lives are enriched with purpose and fulfilment.
Conclusion
As we stand on the cusp of a new digital world, the strides of Figure AI serve as a beacon, illuminating the path towards machine and human symbiosis. The investment frenzy that has enveloped the company is a clarion call to all dreamers, pragmatists and innovators alike that the age of humanoid helpers is upon us, and the possibilities are as endless as our collective imagination.
Figure AI is forging a future where robots walk among us, not as novelties or overlords but as partners in forging a world where technology and humanity work together to unlock untold potential. The story of Figure AI is not just one of investment and innovation; it is a narrative of hope, a testament to the indomitable spirit of human ingenuity, and a preview of the wondrous epoch that lies just beyond the horizon.
References
- https://cybernews.com/tech/openai-bezos-nvidia-fund-robot-startup-figure-ai/
- https://www.thedailystar.net/business/news/bezos-nvidia-join-openai-funding-humanoid-robot-startup-3551476
- https://www.bloomberg.com/news/articles/2024-02-23/bezos-nvidia-join-openai-microsoft-in-funding-humanoid-robot-startup-figure-ai
- https://economictimes.indiatimes.com/tech/technology/bezos-nvidia-join-openai-in-funding-humanoid-robot-startup-report/articleshow/107967102.cms?from=mdr

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