#FactCheck - "Deep fake Falsely Claimed as a photo of Arvind Kejriwal welcoming Elon Musk when he visited India to discuss Delhi’s administrative policies.”
Executive Summary:
A viral online image claims to show Arvind Kejriwal, Chief Minister of Delhi, welcoming Elon Musk during his visit to India to discuss Delhi’s administrative policies. However, the CyberPeace Research Team has confirmed that the image is a deep fake, created using AI technology. The assertion that Elon Musk visited India to discuss Delhi’s administrative policies is false and misleading.


Claim
A viral image claims that Arvind Kejriwal welcomed Elon Musk during his visit to India to discuss Delhi’s administrative policies.


Fact Check:
Upon receiving the viral posts, we conducted a reverse image search using InVid Reverse Image searching tool. The search traced the image back to different unrelated sources featuring both Arvind Kejriwal and Elon Musk, but none of the sources depicted them together or involved any such event. The viral image displayed visible inconsistencies, such as lighting disparities and unnatural blending, which prompted further investigation.
Using advanced AI detection tools like TrueMedia.org and Hive AI Detection tool, we analyzed the image. The analysis confirmed with 97.5% confidence that the image was a deepfake. The tools identified “substantial evidence of manipulation,” particularly in the merging of facial features and the alignment of clothes and background, which were artificially generated.




Moreover, a review of official statements and credible reports revealed no record of Elon Musk visiting India to discuss Delhi’s administrative policies. Neither Arvind Kejriwal’s office nor Tesla or SpaceX made any announcement regarding such an event, further debunking the viral claim.
Conclusion:
The viral image claiming that Arvind Kejriwal welcomed Elon Musk during his visit to India to discuss Delhi’s administrative policies is a deep fake. Tools like Reverse Image search and AI detection confirm the image’s manipulation through AI technology. Additionally, there is no supporting evidence from any credible sources. The CyberPeace Research Team confirms the claim is false and misleading.
- Claim: Arvind Kejriwal welcomed Elon Musk to India to discuss Delhi’s administrative policies, viral on social media.
- Claimed on: Facebook and X(Formerly Twitter)
- Fact Check: False & Misleading
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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
Cybercrime is one of the most pressing concerns in today’s era. As the digital world is evolving rapidly, so do the threats and challenges to curb these cybercrimes. The complexities associated with the evolving cybercrimes make it difficult to detect and investigate by the law enforcement across the world. India is one of those countries that is actively engaged in creating awareness about the cybercrimes and security concerns across the State. At the national level, initiatives like National Cybercrime Reporting Portal, CERT-In and I4C have been established to assist the law enforcement in dealing with cybercrimes in India. According to the press release by the Ministry of Home Affairs, 12,5153 cases of Financial Cyber Frauds were reported in the year 2023, which is the second highest in State-wise Reporting after UP. Maharashtra has been highlighted as one of the States with the highest cybercrime cases for the past few years.
In response to curbing the increasing number of cases, the state of Maharashtra has launched the initiative ‘the Maharashtra Cyber Security Project’. The purpose of this project is to strengthen the system’s defense mechanism by establishing cybersecurity infrastructure, exploiting technological advancements and enhancing the skills of law enforcement agencies.
Maharashtra Cyber Department and the Cyber Security Project
The Maharashtra Cyber Department, also referred as MahaCyber was established in the year 2016 and employs a multi-faceted approach to address cyberthreats. The objective is to provide a user-friendly space to report Cybercrimes, safeguarding Critical Information Infrastructure from cyber threats, empowering the investigation law agencies ultimately improving its efficiency and creating awareness among common people.
The Maharashtra Cyber Security Project aims to strengthen the department, bringing all the aspects of the cyber security system under one facility. The key components of the Maharashtra Cyber Security Project are as follows:
- Command & Control Centre:
The Command & Control Centre will function as a 24/ complaint registration hub and grievance handling mechanism which can be accessed by calling the helpline number, mobile app or on the online portal. The Centre continuously monitors cyber threats, reduce the impact of cyber attacks and ensures that issues are resolved as soon as possible.
- Technology Assisted Investigation (TAI):
Complaints that are registered are analysed and investigated by experts using cutting edge technologies such as Computer Forensic or Mobile Forensic, Voice Analysis System, Image Enhancement Tool, Deepfake Detection Solution to name a few which helps the Maharashtra Cyber Department to collect evidence, identify weak spots and mitigate the cyber threats effectively.
- Computer Emergency Response Team – Maharashtra (CERT-MH):
The CRET-MH works on curbing cybercrimes which are especially targeted to affect the Critical Infrastructure like banks, railway services, electricity of the State and threats related to national security using technologies such as Deep web and Dark web analysis, Darknet & Threat Intelligence Feeds, Vulnerability Management, Cyber Threat Intelligence Platform, Malware Analysis and Network Capture Analysis and coordinates with other agencies.
- Security Operations Centre (SOC):
The SOC looks after the security of the MahaCyber from any cyber threats. It 24/7 monitors the infrastructure for any signs of breach or threats and thus aids in early detection and prevention of any further harm.
- Centre of Excellence (COE):
The Centre of Excellence focuses on training the police officials to equip them with desired tools and technologies to deal with cyber threats. The Centre also works on creating awareness about various cyber threats among the citizens of the state.
- Nodal Cyber Police Station:
The Nodal Cyber Police Station works as a focal point for all cybercrime related law enforcement activities. It is responsible for coordinating the investigation procedure and prevention of cybercrimes within the state. Such Cyber Police Stations have been established in each district of Maharashtra.
Funds of Funds to scale up Startups
The government of Maharashtra through the Fund of Funds for Startups scheme has invested in more than 300 startups that align with the objective of cyber security and digital safety. The government is promoting ideas and cyber defence innovation which will help to push the boundaries of traditional cybersecurity tools and improve the State’s ability to tackle cybercrimes. Such partnerships can be a cost-effective solution that proactively promotes a culture of cybersecurity across industries.
Dynamic Cyber Platform
The government of Maharashtra has been working on creating a dynamic cyber platform that would assist them in tackling cybercrimes and save hundreds of crores of rupees in a short span of time. The platform will act as a link between various stakeholders such as banks, Non-Banking Financial Companies (NBFCs) and social media providers to provide a technology-driven solution to the evolving cybercrimes. As a part of this process, the government has invited tenders and has called top IT companies from the world to participate and aid them in setting up this dynamic cyber platform.
Why Does The Initiative By Maharashtra’s Government Act As A Model For Other States
The components of the Maharashtra Cyber Security Project and the dynamic cyber platform create a comprehensive system which aims at tackling the increasing complexities of cyber threats. The initiative with integration on cutting edge technologies, specialised institutions, expert professionals from various industries and real-time monitoring of cybercrimes sets an example that Maharashtra is well-equipped to prevent, detect and respond to cybercrimes being reported in the State. The project collaborates between government and law enforcement agencies, providing them proper training and addressing grievances of the public. By working on four key areas, i.e. centralised platform for reporting, collaboration between government and private sectors, public awareness and use of advanced technologies, the Cyber Security System in Maharashtra serves as a model for creating secure digital space and tackling cybercrime effectively on a large scale.
Other States in India could certainly adopt similar models and achieve success in curbing cybercrimes. They need to create a dedicated response team consisting of trained personnel, invest in advanced software as used by Maharashtra, foster partnerships with companies or startups involved in AI and technology to build resilient cybersecurity infrastructures. The government of Maharashtra can extend hands to assist other states to establish a model that addresses the evolving cybercrimes efficiently.
References
- https://pib.gov.in/PressReleaseIframePage.aspx?PRID=2003158
- https://mhcyber.gov.in/about-us
- https://www.youtube.com/watch?v=jjPw-8afTTw
- https://www.ltts.com/press-release/maharashtra-inaugurates-india-first-integrated-cyber-command-control-center-ltts
- https://theprint.in/india/maharashtra-tackling-evolving-cyber-crimes-through-dynamic-platform-cm/2486772/
- https://www.freepressjournal.in/mumbai/maharashtra-dynamic-cyber-security-platform-in-the-offing-says-fadnavis

Introduction
Beginning with the premise that the advent of the internet has woven a rich but daunting digital web, intertwining the very fabric of technology with the variegated hues of human interaction, the EU has stepped in as the custodian of this ever-evolving tableau. It is within this sprawling network—a veritable digital Minotaur's labyrinth—that the European Union has launched a vigilant quest, seeking not merely to chart its enigmatic corridors but to instil a sense of order in its inherent chaos.
The Digital Services Act (DSA) is the EU's latest testament to this determined pilgrimage, a voyage to assert dominion over the nebulous realms of cyberspace. In its latest sagacious move, the EU has levelled its regulatory lance at the behemoths of digital indulgence—Pornhub, XVideos, and Stripchat—monarchs in the realm of adult entertainment, each commanding millions of devoted followers.
Applicability of DSA
Graced with the moniker of Very Large Online Platforms (VLOPs), these titans of titillation are now facing the complex weave of duties delineated by the DSA, a legislative leviathan whose coils envelop the shadowy expanses of the internet with an aim to safeguard its citizens from the snares and pitfalls ensconced within. Like a vigilant Minotaur, the European Commission, the EU's executive arm, stands steadfast, enforcing compliance with an unwavering gaze.
The DSA is more than a mere compilation of edicts; it encapsulates a deeper, more profound ethos—a clarion call announcing that the wild frontiers of the digital domain shall be tamed, transforming into enclaves where the sanctity of individual dignity and rights is zealously championed. The three corporations, singled out as the pioneers to be ensnared by the DSA's intricate net, are now beckoned to embark on an odyssey of transformation, realigning their operations with the EU's noble envisioning of a safeguarded internet ecosystem.
The Paradigm Shift
In a resolute succession, following its first decree addressing 19 Very Large Online Platforms and Search Engines, the Commission has now ensconced the trinity of adult content purveyors within the DSA's embrace. The act demands that these platforms establish intuitive user mechanisms for reporting illicit content, prioritize communications from entities bestowed with the 'trusted flaggers' title, and elucidate to users the rationale behind actions taken to restrict or remove content. Paramount to the DSA's ethos, they are also tasked with constructing internal mechanisms to address complaints, forthwith apprising law enforcement of content hinting at criminal infractions, and revising their operational underpinnings to ensure the confidentiality, integrity, and security of minors.
But the aspirations of the DSA stretch farther, encompassing a realm where platforms are agents against deception and manipulation of users, categorically eschewing targeted advertisement that exploits sensitive profiling data or is aimed at impressionable minors. The platforms must operate with an air of diligence and equitable objectivity, deftly applying their terms of use, and are compelled to reveal their content moderation practices through annual declarations of transparency.
The DSA bestows upon the designated VLOPs an even more intensive catalogue of obligations. Within a scant four months of their designation, Pornhub, XVideos, and Stripchat are mandated to implement measures that both empower and shield their users—especially the most vulnerable, minors—from harms that traverse their digital portals. Augmented content moderation measures are requisite, with critical risk analyses and mitigation strategies directed at halting the spread of unlawful content, such as child exploitation material or the non-consensual circulation of intimate imagery, as well as curbing the proliferation and repercussions of deepfake-generated pornography.
The New Rules
The DSA enshrines the preeminence of protecting minors, with a staunch requirement for VLOPs to contrive their services so as to anticipate and enfeeble any potential threats to the welfare of young internet navigators. They must enact operational measures to deter access to pornographic content by minors, including the utilization of robust age verification systems. The themes of transparency and accountability are amplified under the DSA's auspices, with VLOPs subject to external audits of their risk assessments and adherence to stipulations, the obligation to maintain accessible advertising repositories, and the provision of data access to rigorously vetted researchers.
Coordinated by the Commission in concert with the Member States' Digital Services Coordinators, vigilant supervision will be maintained to ensure the scrupulous compliance of Pornhub, Stripchat, and XVideos with the DSA's stringent directives. The Commission's services are poised to engage with the newly designated platforms diligently, affirming that initiatives aimed at shielding minors from pernicious content, as well as curbing the distribution of illegal content, are effectively addressed.
The EU's monumental crusade, distilled into the DSA, symbolises a pledge—a testament to its steadfast resolve to shepherd cyberspace, ensuring the Minotaur of regulation keeps the bedlam at a manageable compass and the sacrosanctity of the digital realm inviolate for all who meander through its infinite expanses. As we cast our gazes toward February 17, 2024—the cusp of the DSA's comprehensive application—it is palpable that this legislative milestone is not simply a set of guidelines; it stands as a bold, unflinching manifesto. It beckons the advent of a novel digital age, where every online platform, barring small and micro-enterprises, will be enshrined in the lofty ideals imparted by the DSA.
Conclusion
As we teeter on the edge of this nascent digital horizon, it becomes unequivocally clear: the European Union's Digital Services Act is more than a mundane policy—it is a pledge, a resolute statement of purpose, asserting that amid the vast, interwoven tapestry of the internet, each user's safety, dignity, and freedoms are enshrined and hold the intrinsic significance meriting the force of the EU's legislative guard. Although the labyrinth of the digital domain may be convoluted with complexity, guided by the DSA's insightful thread, the march toward a more secure, conscientious online sphere forges on—resolute, unerring, one deliberate stride at a time.
References
https://ec.europa.eu/commission/presscorner/detail/en/ip_23_6763https://www.breakingnews.ie/world/three-of-the-biggest-porn-sites-must-verify-ages-under-eus-new-digital-law-1566874.html