#Factcheck-False Claims of Houthi Attack on Israel’s Ashkelon Power Plant
Executive Summary:
A post on X (formerly Twitter) has gained widespread attention, featuring an image inaccurately asserting that Houthi rebels attacked a power plant in Ashkelon, Israel. This misleading content has circulated widely amid escalating geopolitical tensions. However, investigation shows that the footage actually originates from a prior incident in Saudi Arabia. This situation underscores the significant dangers posed by misinformation during conflicts and highlights the importance of verifying sources before sharing information.

Claims:
The viral video claims to show Houthi rebels attacking Israel's Ashkelon power plant as part of recent escalations in the Middle East conflict.

Fact Check:
Upon receiving the viral posts, we conducted a Google Lens search on the keyframes of the video. The search reveals that the video circulating online does not refer to an attack on the Ashkelon power plant in Israel. Instead, it depicts a 2022 drone strike on a Saudi Aramco facility in Abqaiq. There are no credible reports of Houthi rebels targeting Ashkelon, as their activities are largely confined to Yemen and Saudi Arabia.

This incident highlights the risks associated with misinformation during sensitive geopolitical events. Before sharing viral posts, take a brief moment to verify the facts. Misinformation spreads quickly and it’s far better to rely on trusted fact-checking sources.
Conclusion:
The assertion that Houthi rebels targeted the Ashkelon power plant in Israel is incorrect. The viral video in question has been misrepresented and actually shows a 2022 incident in Saudi Arabia. This underscores the importance of being cautious when sharing unverified media. Before sharing viral posts, take a moment to verify the facts. Misinformation spreads quickly, and it is far better to rely on trusted fact-checking sources.
- Claim: The video shows massive fire at Israel's Ashkelon power plant
- Claimed On:Instagram and X (Formerly Known As Twitter)
- Fact Check: False and Misleading
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Introduction
As the world is being "Digitally Interlaced", cyber security has become a continuous wrangle. The “Gambling industry” is considered an incredibly lucrative mark for cybercriminals, principally due to the enormous quantities of cash on hand and the sensitive details it processes day to day. Cybercriminals may use susceptibilities in gambling scaffolds to achieve financial scams or launder unlawful funds. An analysis by Security Scorecard discovered that the online gambling industry was ranked third in the possibility of encountering a cyber attack, following the energy and financial services sectors. Similarly, Online gambling is a bending matter that demands meticulous contemplation by policymakers and nationals. The incredible rise of online gambling has led to a terse acclivity in unlawful activities such as online scams, fraud, etc. Also, online sports gambling has become a thriving endeavour in contemporary years as millions of people are putting stakes and gambles on their electronic devices.
The Challenges
Online gambling has thus become a widespread frolicking for numerous youngsters, with the industry tossed to be worth billions of dollars in the forthcoming decades. The prominent cyber security challenges in the gambling industry are money laundering, financial laundering, ransomware, personal information theft, data breaches, distributed Denial of Service (DDoS), system disruptions and Insider perils and employee malfeasance. Challenges of online gambling also include being properly not regulated and a lack of social interaction with near and dear ones. The spread of Internet gambling has presented many problems affecting consumer behaviour online, motivations to gamble, problem gambling, security of websites, and the righteousness and virtue of the games. The rise of online gambling among young people due to the lack of clear regulations has likewise produced an abundant backdrop for financial ruination.
Web games and betting are among the fastest-evolving areas of the Internet. Over the past several years, there has been an international flare-up in online gambling, permitting customers to play from the convenience of home, work, and public locations. Numerous offshore betting websites and apps usually permit parties to win in the start with sound returns, whereas after the user gets addicted and invests considerable sums, they either keep failing or have the website refuse to cash out the winnings. Also, the information demonstrates that online games have been employed to commit wrongdoings (Child sexual exploitive material, religious conversion, cyberbullying, fraud, betting in virtual online casinos, etc.)
India's laws and regulations surrounding online gambling are complex and constantly evolving. While the legal framework is not entirely clear, a few state in India have their own set of rules.
Recently In April 2023, the Union Ministry of Electronics and Information Technology (“MeitY”), by virtue of the rule-making powers available to the central government under the Information Technology Act, 2000 (“IT Act 2000”), implemented a new central legal framework for online gaming through amendments to the Information Technology (Intermediary Guidelines and Digital Media Ethics Code) Rules, 2021 (“IT Rules 2021”). These amendments (“Online Gaming Rules”) propose a light-touch, co-regulatory regime whereby MeitY-recognised, independent self-regulatory bodies (“SRB”) will verify whether an “online real-money game” is to be made available to the general public or not – in accordance with the baseline criteria prescribed by the Online Gaming Rules.
The Online Gaming Rules attempt to regulate online gaming platforms by treating them as an “online gaming intermediary” (“OGI”) and prescribing intermediary due diligence obligations for them under the IT Rules 2021. An OGI has been defined in the Online Gaming Rules as “any intermediary that enables the users of its computer resource to access one or more online games”. Under the Online Gaming Rules, an online game can be a “permissible online game” if (i) it is not an online real-money game, or (ii) it is an online real-money game but is “verified” by an SRB in accordance with the baseline criteria prescribed by the Online Gaming Rules and any additional criteria prescribed by the SRB itself.
Global Perspective
The global gaming industry worth over US$227 billion in 2022 is further projected to grow to US$312 billion by 2027. Several countries have set regulatory frameworks about online gaming, though these are skewed, concentrating mainly on gambling and circumventing numerous of the more typical cyber threats. The US spends about $60 billion annually on online gambling and sports betting. In Europe, gambling is an even larger moneymaker. Also, numerous countries in Europe, like the UK, have legalised gambling. Nevertheless, it is prohibited for a US based company to operate an online gambling site. Yet, sports betting online is permitted in some states.
Today, though the gaming market has been overpowered by China and the US, future growth in the sector is anticipated to come from emerging economies like India with increasing populations. The permitted status of online gambling in India is nonetheless imprecise, vamoosing space for exploitation by cyber criminals and disarray for players involved. One of the climactic points that ought to be addressed is the sudden upsurge of online games, which increases gambling. Skill-based games such as poker, rummy etc., have additionally been developed to circumvent the legal definition of gambling in India. The recent instances of the online gaming industry not being properly regulated have also come to light in India. For instance, the Enforcement Directorate (ED) is still investigating the vast Mahadev Online Betting scandal, exposing an unknown money laundering method using Unified Payment Interface (UPI) IDs. Also, the Cyber Cell in Agra has taken proactive action against copyright violations, illegal online gambling and betting activities, shutting down 27 Illegal cricket betting sites in major operations, safeguarding several lakhs of Indians with thousands of crores from being transferred to overseas shores principally China.
Consequently, though India has announced new regulations on online gaming, its contemporary policy framework cannot contend with the problems endangering this sector. The Public Gambling Act of 1867 makes it unlawful to use a public gambling house or to be seen in one. Nevertheless, the act does not explicitly cite online gambling, leading to further interpretation. The Ministry of Home Affairs (MHA) has released a further awareness campaign for offshore illegal gambling apps, notifying users to be mindful of foreign apps as they may be fraudulent and might induce monetary damage to the user. Also, state laws control gambling in India with each state having its own directive on the subject. Yet, the Supreme Court of India has maintained that skilled games are not gambling and are thus legal. Furthermore, the Information Technology (IT) Act, of 2000 does not precisely handle online gambling or games that enable gambling.
Today, developers have strived for new ways to monetise the growing popularity of online gaming, which oversaw the creation of in-game currencies that can be bought using actual money, usually through credit cards. Several nations have prohibited the usage of in-game currency and loot boxes, considering them a kind of online gambling. The in-game currency has thus caused much disagreement about becoming a state of hunting monetisation by developers, especially targeting minor or newbie players. The gambling industry, therefore, faces unique cybersecurity challenges that require a comprehensive and proactive approach to cybersecurity.
Conclusion
Presently, there are approximately 3.09 billion active video game players worldwide, and the number is expected to reach 3.32 billion by 2024 as of 2023. In the contemporary digital era, information is priceless, and encryption acts as a necessary means to safeguard it. Thus, Regulators are working to maintain the swiftness of shift in the industry, as the dearth of transparency in the law has made it challenging to implement regulations. There is also less awareness about cyber security in India due to the following grounds such as the lack of ethical hackers in the country, companies in India lacking focus on cyber security and hiring a team of ethical hackers and cyber security experts. Furthermore, there has been a lack of knowledge among the citizens as well.
It is essential to realise the conceivable social and economic consequences and take measures to handle the online gambling industry. The industry has thus been undersized in the mode of research following online crime and Internet gambling, even though it is an acute emphasis. There is also a pressing necessity to rebuild these regulations to tackle the more unbridled cyber security hazards swarming the gaming industry. Similarly, there is an urgent need for governments and policymakers around the world to start paying more attention to the gaming industry as cyber security threats continue to rise. There should be a further need to strengthen the regulatory framework, establish Self Regulatory Organizations (SROs), create ethical gaming designs and increase awareness among gamers. The Government of India should consider devising its own rating system to rate games so that players under 18 cannot access them.
Eventually, cyber security is a shared commitment, and everyone in the online gambling ecosystem must function jointly to provide a secure and safe setting for all.
References:
- https://truefort.com/gambling-industry-cybersecurity/
- https://www.orfonline.org/research/cybersecurity-threats-in-online-gaming-learnings-for-india
- https://www.hackread.com/chinese-scammers-cloned-websites-gambling-network/
- https://www.civilsdaily.com/news/cybersecurity-threats-from-online-gaming/
- https://www.linkedin.com/pulse/legal-considerations-online-gambling-india-sudden-increase-mathur/
- https://www.jsheld.com/insights/articles/the-importance-of-cybersecurity-in-the-online-sports-betting-industry
- https://www.the420.in/agra-cyber-cell-takes-down-27-illegal-betting-sites/
- https://g2g.news/gaming/ministry-of-home-affairs-releases-new-awareness-campaign-for-online-gaming-in-india/
- https://smestreet.in/technology/kaspersky-warns-of-increased-phishing-scams-and-data-breaches-in-apac-for-2024-2381601
- https://economictimes.indiatimes.com/tech/newsletters/morning-dispatch/govt-bans-mahadev-other-illegal-betting-apps-cyber-attacks-against-india-spike/articleshow/104996017.cms?from=mdr
- https://cipher.com/cybersecurity-for-gambling/
- https://www.mangalorean.com/tightening-the-reins-indian-government-blocks-over-550-illegal-betting-and-gambling-apps/
- https://cybersecurityasean.com/news-press-releases/kaspersky-predicts-rise-cyber-threats-across-apac-2024
- https://www.cnbctv18.com/technology/mahadev-betting-app-scam-ed-money-laundering-upi-celebrities-under-scanner-17815661.htm
- https://iclg.com/practice-areas/gambling-laws-and-regulations/india

A news graphic bearing the Navbharat Times logo is being widely circulated on social media. The graphic claims that religious preacher Devkinandan Thakur made an extremely offensive and casteist remark targeting the ‘Shudra’ community. Social media users are sharing the graphic and claiming that the statement was actually made by Devkinandan Thakur. Cyber Peace Foundation’s research and verification found that the claim being shared online is misleading. Our research found that the viral news graphic is completely fake and that Devkinandan Thakur did not make any such casteist statement.
Claim
A viral news graphic claims that Devkinandan Thakur made a derogatory and caste-based statement about Shudras.On 17 January 2026, an Instagram user shared the viral graphic with the caption, “This is probably the formula of Ram Rajya.”The text on the graphic reads: “People of Shudra castes reproduce through sexual intercourse, whereas Brahmins give birth to children after marriage through the power of their mantras, without intercourse.” The graphic also carries Devkinandan Thakur’s photograph and identifies him as a ‘Kathavachak’ (religious storyteller).

Fact Check:
To verify the claim, we first searched for relevant keywords on Google. However, no credible or verified media reports were found supporting the claim. In the next stage of verification, we found a post published by NBT Hindi News (Navbharat Times) on X (formerly Twitter) on 17 January 2026, in which the organisation explicitly debunked the viral graphic. Navbharat Times clarified that the graphic circulating online was fake and also shared the original and authentic post related to the news.

Further research led us to Devkinandan Thakur’s official Facebook account, where he posted a clarification on 17 January 2026. In his post, he stated that anti-social elements are creating fake ‘Sanatani’ profiles and spreading false news, misusing the names of reputed media houses and platforms to mislead and divide people. He described the viral content as part of a deliberate conspiracy and fake agenda aimed at weakening unity. He also warned that AI-generated fake videos and fabricated statements are increasingly being used to create confusion, mistrust and division.
Devkinandan Thakur urged people not to believe or share any post, news or video without verification, and advised checking information through official websites, verified social media accounts or trusted sources.

Conclusion
The viral news graphic attributing a casteist statement to Devkinandan Thakur is completely fake.Devkinandan Thakur did not make the alleged remark, and the graphic circulating with the Navbharat Times logo is fabricated.

Introduction
Have you ever wondered how the internet works? Yes, there are screens and wires, but what’s going on beneath the surface? Every time you open a website, send an email, chat on messaging apps, or stream movies, you’re relying on something you probably don’t think about: the TCP/IP protocol suite. Without it, the internet as we know it wouldn’t exist. Let’s take a look at why this unassuming set of rules allows us to connect to anyone anywhere in the world.
The Problem: Networks That Couldn't Talk to Each Other
The internet is widely called a network of networks. A network is a group of devices that are connected and can share data with each other.
Researchers and governments began building early computer networks in the 1960s and 70s. But as the Cold War intensified, the U.S. military felt the need to establish a robust data-sharing infrastructure through interconnected networks that could withstand attacks. At the time, each network had different standards and protocols, which meant getting networks to communicate wasn’t easy or efficient. One network would have to be subsumed into another. This would lead to major problems in the reliability of data relay, flexibility of including more nodes, scalability of the interconnected network, and innovation.
The Breakthrough: Open Architecture Networking
This changed in the 1970s, when Bob Kahn proposed the concept of open architecture networking. It was a simple but revolutionary idea. He envisioned a system where all networks could talk to each other as equals. In this conceptualisation, all networks, even though unique in design and interface, could connect as peers to facilitate end-to-end communication. End-to-end communication helps deliver data between the source and destination without relying on intermediate nodes to control or modify it. This helps to make data relay more reliable and less prone to errors.
Along with Vint Cerf, he developed a network protocol, the TCP/IP suite, that would go on to enable different networks across satellite, wired, and non-wired domains to communicate with one another.
What Is TCP/IP?
TCP/IP stands for Transmission Control Protocol / Internet Protocol. It’s a set of communication rules that allow computers and devices to exchange information across different networks.
It’s powerful because:
- Layered and open architecture: Each function (like data delivery or routing) is handled by a specific layer. This modular design makes it easy to build new technologies like the World Wide Web or streaming services on top of it.
- Decentralisation: There's no single point of control. Any device can connect to another across the internet, making it scalable and resilient.
- Standardisation: TCP/IP works across all kinds of hardware and operating systems, making it truly universal.
The Core Components
- TCP (Transmission Control Protocol): Ensures that data is delivered accurately and in order. If any piece is lost or duplicated, TCP handles it.
- IP (Internet Protocol): Handles addressing and routing. It decides where each packet of data should go and how it gets there.
- UDP (User Datagram Protocol): A lightweight version of TCP, used when speed is more important than accuracy, such as for video calls or online gaming.
Why It Matters
The TCP/IP protocol suite introduced a set of standardised guidelines that enable networks to communicate, thereby laying the foundation of the Internet. It has made the Internet global, open, reliable, interoperable, scalable, and resilient, — features because of which the Internet has come to become the backbone of modern communication systems. So the next time you open a browser or send a message, remember: it’s TCP/IP quietly making it all possible.
References
- https://www.techtarget.com/searchnetworking/definition/ARPANET
- https://www.internetsociety.org/internet/history-internet/brief-history-internet/
- https://www.geeksforgeeks.org/tcp-ip-model/
- https://www.oreilly.com/library/view/tcpip-network-administration/0596002971/ch01.html