#FactCheck: India-Bangladesh Border Video Falsely Shared as Chinese Army Occupying Arunachal Pradesh
Executive Summary
A video is being widely shared on social media with the claim that the Chinese Army has entered 60 kilometres inside Arunachal Pradesh and occupied Indian territory. In the video, a man appears to be recording the situation using his selfie camera, while soldiers can be seen standing face-to-face and arguing with each other in the background. The CyberPeace Research Wing found that the claim is false. The viral video is not from Arunachal Pradesh. It shows a confrontation between India’s Border Security Force (BSF) and Bangladesh’s Border Guard Bangladesh (BGB) along the India-Bangladesh border.
Claim
A Facebook user shared the video with the caption:
"China is entering 60 km inside India and occupying Arunachal Pradesh. China is turning Arunachal Pradesh into its territory. Where are Prime Minister Modi, Defence Minister Rajnath Singh and Home Minister Amit Shah?"
Post link:
https://www.facebook.com/reel/1736825064305394
https://www.facebook.com/reel/1736825064305394

FactCheck
Our research found no credible news report confirming that Chinese troops had entered 60 kilometres inside Arunachal Pradesh or occupied Indian territory.
The people in the viral video can be heard speaking in Bengali, suggesting that the footage could be from the India-Bangladesh border rather than Arunachal Pradesh.
A reverse image search of keyframes from the viral video led us to an identical video posted on the Facebook page of Bangladeshi news channel Jamuna TV on June 20. According to the caption, the incident took place along the Chapainawabganj border in Bangladesh, where personnel of India’s BSF and Bangladesh’s BGB had confronted each other.
https://www.facebook.com/reel/1049262804595610

We also found reports from Bangladeshi media outlet Prothom Alo about the incident. According to the reports, Bangladeshi security personnel had stopped around 20 people who were attempting to return to Bangladesh from India, following which a verbal altercation took place between BSF and BGB personnel.
https://www.prothomalo.com/bangladesh/district/syzkfootaq

Conclusion
The viral claim is false. The video does not show Chinese troops entering or occupying 60 kilometres of territory inside Arunachal Pradesh. It actually shows a confrontation between BSF and BGB personnel along the India-Bangladesh border in the Chapainawabganj area of Bangladesh. The footage is being circulated with a false Arunachal Pradesh-related narrative.
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Introduction
The recent inauguration of the Google Safety Engineering Centre (GSEC) in Hyderabad on 18th June, 2025, marks a pivotal moment not just for India, but for the entire Asia-Pacific region’s digital future. As only the fourth such centre in the world after Munich, Dublin, and Málaga, its presence signals a shift in how AI safety, cybersecurity, and digital trust are being decentralised, leading to a more globalised and inclusive tech ecosystem. India’s digitisation over the years has grown at a rapid scale, introducing millions of first-time internet users, who, depending on their awareness, are susceptible to online scams, phishing, deepfakes, and AI-driven fraud. The establishment of GSEC is not just about launching a facility but a step towards addressing AI readiness, user protection, and ecosystem resilience.
Building a Safer Digital Future in the Global South
The GSEC is set to operationalise the Google Safety Charter, designed around three core pillars: empowering users by protecting them from online fraud, strengthening government cybersecurity and enterprise, and advancing responsible AI in the platform design and execution. This represents a shift from the standard reactive safety responses to proactive, AI-driven risk mitigation. The goal is to make safety tools not only effective, but tailored to threats unique to the Global South, from multilingual phishing to financial fraud via unofficial lending apps. This centre is expected to stimulate regional cybersecurity ecosystems by creating jobs, fostering public-private partnerships, and enabling collaboration across academia, law enforcement, civil society, and startups. In doing so, it positions Asia-Pacific not as a consumer of the standard Western safety solutions but as an active contributor to the next generation of digital safeguards and customised solutions.
Previous piloted solutions by Google include DigiKavach, a real-time fraud detection framework, and tools like spam protection in mobile operating systems and app vetting mechanisms. What GSEC might aid with is the scaling and integration of these efforts into systems-level responses, where threat detection, safety warnings, and reporting mechanisms, etc., would ensure seamless coordination and response across platforms. This reimagines safety as a core design principle in India’s digital public infrastructure rather than focusing on attack-based response.
CyberPeace Insights
The launch aligns with events such as the AI Readiness Methodology Conference recently held in New Delhi, which brought together researchers, policymakers, and industry leaders to discuss ethical, secure, and inclusive AI implementation. As the world grapples with how to deal with AI technologies ranging from generative content to algorithmic decisions, centres like GSEC can play a critical role in defining the safeguards and governance structures that can support rapid innovation without compromising public trust and safety. The region’s experiences and innovations in AI governance must shape global norms, and the role of Tech firms in doing so is significant. Apart from this, efforts with respect to creating digital infrastructure and safety centres addressing their protection resonate with India’s vision of becoming a global leader in AI.
References
- https://www.thehindu.com/news/cities/Hyderabad/google-safety-engineering-centre-india-inaugurated-in-hyderabad/article69708279.ece
- https://www.businesstoday.in/technology/news/story/google-launches-safety-charter-to-secure-indias-ai-future-flags-online-fraud-and-cyber-threats-480718-2025-06-17?utm_source=recengine&utm_medium=web&referral=yes&utm_content=footerstrip-1&t_source=recengine&t_medium=web&t_content=footerstrip-1&t_psl=False
- https://blog.google/intl/en-in/partnering-indias-success-in-a-new-digital-paradigm/
- https://blog.google/intl/en-in/company-news/googles-safety-charter-for-indias-ai-led-transformation/
- https://economictimes.indiatimes.com/magazines/panache/google-rolls-out-hyderabad-hub-for-online-safety-launches-first-indian-google-safety-engineering-centre/articleshow/121928037.cms?from=mdr

Amid reports of widespread protests in Iran over the past two weeks, a video showing protesters setting cars on fire is being widely shared on social media with claims that it depicts recent unrest in the country.
However, research by Cyber Peace Foundation has found the viral claim to be false. Our resarch shows that the video is not from Iran, but from violent protests that took place near the Turkish Consulate in Thessaloniki, Greece, on November 1, 2025.
Claim:
On January 11, 2026, users on social media platform X (formerly Twitter) shared the viral video claiming it showed massive anti-regime protests in Iran. One such post alleged:
“1.5–1.85 million Iranians are fighting on the streets tonight. 180 cities are burning… The revolution has spread. Iranians have decided to continue this fight for freedom until Iran becomes free from Islamic rule.”
The post’s link and archived version can be seen below: (Link and archive link)

Fact Check:
To verify the claim, we extracted keyframes from the viral video and conducted a Google Reverse Image Search. During this process, we found the same video uploaded on Instagram on November 2, 2025, well before the recent protests in Iran. (Link): https://www.instagram.com/reel/DQjRtCOjOPM/

Further analysis revealed that the video was uploaded from a Greek Instagram account, indicating that the visuals are unrelated to Iran.
It is important to note that while protests in Iran have been ongoing for the past two weeks, the viral video has been circulating on the internet since early November 2025, establishing a clear timeline mismatch.
A keyword search led us to a report published on November 2, 2025, by Ekathimerini, a leading Greek media outlet. The report detailed violent clashes that erupted in Thessaloniki following a concert by Greek rapper Lex.
According to the report:
Police in Thessaloniki detained 18 people and arrested one individual on drug-related charges. The unrest began when a group attacked police forces stationed outside the Turkish Consulate. During the clashes, six cars were damaged, two of them completely burned, along with a garbage bin. ( report link and screenshot)

In the next stage of the investigation, we found similar visuals to the viral video on a YouTube channel named “Taifer”, where the footage was published on November 2, 2025. The link to the post and its screenshot can be seen below.
(YouTube link): https://www.youtube.com/watch?v=TejETjQRmTQ

To strengthen our findings, we conducted a geolocation analysis of the video. By comparing road layouts, surrounding buildings, light poles, and other visual markers with online maps and images, we confirmed that the location shown in the video matches Agios Dimitriou Street in Thessaloniki, Greece.
(Location link)

Our research clearly establishes that the viral video being shared as footage of recent protests in Iran is misleading. The video actually shows violent demonstrations near the Turkish Consulate in Thessaloniki, Greece, on November 1, 2025, and has no connection to the current situation in Iran.
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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.