Launch of Central Suspect Registry to Combat Cyber Crimes
Mr. Neeraj Soni
Sr. Researcher - Policy & Advocacy, CyberPeace
PUBLISHED ON
Sep 17, 2024
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Introduction
The Indian government has introduced initiatives to enhance data sharing between law enforcement and stakeholders to combat cybercrime. Union Home Minister Amit Shah has launched the Central Suspect Registry, Cyber Fraud Mitigation Center, Samanvay Platform and Cyber Commandos programme on the Indian Cyber Crime Coordination Centre (I4C) Foundation Day celebration took place on the 10th September 2024 at Vigyan Bhawan, New Delhi. The ‘Central Suspect Registry’ will serve as a central-level database with consolidated data on cybercrime suspects nationwide. The Indian Cyber Crime Coordinating Center will share a list of all repeat offenders on their servers. Shri Shah added that the Suspect Registry at the central level and connecting the states with it will help in the prevention of cybercrime.
Key Highlights of Central Suspect Registry
The Indian Cyber Crime Coordination Centre (I4C) has established the suspect registry in collaboration with banks and financial intermediaries to enhance fraud risk management in the financial ecosystem. The registry will serve as a central-level database with consolidated data on cybercrime suspects. Using data from the National Cybercrime Reporting Portal (NCRP), the registry makes it possible to identify cybercriminals as potential threats.
Central Suspect Registry Need of the Hour
The Union Home Minister of India, Shri Shah, has emphasized the need for a national Cyber Suspect Registry to combat cybercrime. He argued that having separate registries for each state would not be effective, as cybercriminals have no boundaries. He emphasized the importance of connecting states to this platform, stating it would significantly help prevent future cyber crimes.
CyberPeace Outlook
There has been an alarming uptick in cybercrimes in the country highlighting the need for proactive approaches to counter the emerging threats. The recently launched initiatives under the umbrella of the Indian Cyber Crime Coordination Centre will serve as significant steps taken by the centre to improve coordination between law enforcement agencies, strengthen user awareness, and offer technical capabilities to target cyber criminals and overall aim to combat the growing rate of cybercrime in the country.
A photo allegedly shows an Israeli Army dog attacking an elderly Palestinian woman has been circulating online on social media. However, the image is misleading as it was created using Artificial Intelligence (AI), as indicated by its graphical elements, watermark ("IN.VISUALART"), and basic anomalies. Although there are certain reports regarding the real incident in several news channels, the viral image was not taken during the actual event. This emphasizes the need to verify photos and information shared on social media carefully.
Claims:
A photo circulating in the media depicts an Israeli Army dog attacking an elderly Palestinian woman.
Upon receiving the posts, we closely analyzed the image and found certain discrepancies that are commonly seen in AI-generated images. We can clearly see the watermark “IN.VISUALART” and also the hand of the old lady looks odd.
We then checked in AI-Image detection tools named, True Media and contentatscale AI detector. Both found potential AI Manipulation in the image.
Both tools found it to be AI Manipulated. We then keyword searched for relevant news regarding the viral photo. Though we found relevant news, we didn’t get any credible source for the image.
The photograph that was shared around the internet has no credible source. Hence the viral image is AI-generated and fake.
Conclusion:
The circulating photo of an Israeli Army dog attacking an elderly Palestinian woman is misleading. The incident did occur as per the several news channels, but the photo depicting the incident is AI-generated and not real.
Claim: A photo being shared online shows an elderly Palestinian woman being attacked by an Israeli Army dog.
The National Security Council Secretariat, in strategic partnership with the Rashtriya Raksha University, Gujarat, conducted a 12-day Bharat National Cyber Security Exercise in 2024 (from 18th November to 29th November). This exercise included landmark events such as a CISO (Chief Information Security Officers) Conclave and a Cyber Security Start-up exhibition, which were inaugurated on 27 November 2024. Other key features of the exercise include cyber defense training, live-fire simulations, and strategic decision-making simulations. The aim of the exercise was to equip senior government officials and personnel in critical sector organisations with skills to deal with cybersecurity issues. The event also consisted of speeches, panel discussions, and initiatives such as the release of the National Cyber Reference Framework (NCRF)- which provides a structured approach to cyber governance, and the launch of the National Cyber Range(NCR) 1.0., a cutting-edge facility for cyber security research training.
The Deputy National Security Advisor, Shri T.V. Ravichandran (IPS) reiterated, through his speech, the importance of the inclusion of technology in challenges with respect to cyber security and shaping India’s cyber strategy in a manner that is proactive. The CISOs of both government and private entities were encouraged to take up multidimensional efforts which included technological upkeep but also soft skills for awareness.
CyberPeace Outlook
The Bharat National Cybersecurity Exercise (Bharat NCX) 2024 underscores India’s commitment to a comprehensive and inclusive approach to strengthening its cybersecurity ecosystem. By fostering collaboration between startups, government bodies, and private organizations, the initiative facilitates dialogue among CISOs and promotes a unified strategy toward cyber resilience. Platforms like Bharat NCX encourage exploration in the Indian entrepreneurial space, enabling startups to innovate and contribute to critical domains like cybersecurity. Developments such as IIT Indore’s intelligent receivers (useful for both telecommunications and military operations) and the Bangalore Metro Rail Corporation Limited’s plans to establish a dedicated Security Operations Centre (SOC) to counter cyber threats are prime examples of technological strides fostering national cyber resilience.
Cybersecurity cannot be understood in isolation: it is an integral aspect of national security, impacting the broader digital infrastructure supporting Digital India initiatives. The exercise emphasises skills training, creating a workforce adept in cyber hygiene, incident response, and resilience-building techniques. Such efforts bolster proficiency across sectors, aligning with the government’s Atmanirbhar Bharat vision. By integrating cybersecurity into workplace technologies and fostering a culture of awareness, Bharat NCX 2024 is a platform that encourages innovation and is a testament to the government’s resolve to fortify India’s digital landscape against evolving threats.
The year, 2022 has been a year of transition and change for the gaming industry. This year esports and gaming including the industry’s greater increased acceptance by the sports authorities and higher prize pools for top players, has been more commercial than ever, according to research by the year 2025 the industry will witness growth by 5 million dollars and around 420 million active gamers from India. Since, India is on the way to become world’s largest gaming market, with revenue earned in 2021 increasing by up to 28%, or 1.2 billion dollars, and predicted to reach 2 billion dollars by 2024 as a result of the COVID-19 expanding internet access throughout the country.
After a lengthy debate, the government has finally decided to bring online gaming under the purview of the law. The President of India has changed the rules governing e-sports and requested that the Sports Ministry and the Ministry of Electronics and Information Technology (MeitY) include e-sports in multi-sport competitions. India’s gaming sector has reached new heights this year, with the country winning its first bronze medal in the first esports event organized by this year’s Commonwealth Games, and this is only the beginning.
Indian government takes on E-sports
The Indian government has given esports a huge boost. It has been introduced into the traditional sports disciplines of the nation. Droupadi Murmu, the President of India, changed the regulations governing eSports using the authority “conferred by clause (3) of Article 77 of the Constitution,” and requested that “e-Sports be included as part of multi-sports events” from the Ministries of Electronics and Information Technology and Sports. Some crucial points will clarify the government’s position on e-sports.
E-sports were added as a demonstration sport to the 2018 Asian Games in Jakarta, which meant that medals earned in the sport were not counted in the official total of medals.
There is a greater desire for Esports to be integrated with school curricula.
E-Sports (Electronic Sports) have been acknowledged by the Indian government as a component of multi-sport tournaments.
Why is e-sports important?
The Indian Esports Industry has worked hard to distinguish Esports from the broader category of “Gaming.” Esports is a competitive sport in which esports athletes compete in specific video game genres in a virtual, electronic environment using their physical and mental prowess, according to the industry.
According to studies, as individuals have gotten more screen aware and online gaming has become a part of their life, internet gaming not only improves fine motor skills but also sharpens the mind. The industry has the most users and stakeholders, and it has become critical to governing it; consequently, legislation is required to regulate it.
The online regulation bill 2022
The Online Gaming (Regulations) Bill, 2022, was recently filed in the Lok Sabha to create an effective regulatory mechanism for the online gaming business to prevent fraud and misuse of things related to or incidental to it. There are 20 sections spread throughout three chapters. It intends to establish an Online Gaming Commission, the authority, mandate, and jurisdiction of which will be specified by the Bill. An online gaming server will be licensed, relinquished, revoked, or suspended by the Commission’s key highlights of the bill to make it more clear
The Bill establishes a regulating agency, the Online Gaming Commission (“OGC”), comprised of five members chosen by the Central Government, each with at least one specialist in the fields of law, cyber technology, and law enforcement experience.
The OGC will be able to oversee the functions of online gaming websites, issue periodic or special reports on Online Gaming issues, recommend appropriate measures to control and curb illegal Online Gaming, grant, suspend, and revoke licenses for online gaming websites, and set fees for license applications and renewals.
Without a website and a non-transferable and non-assignable license, the Bill proposes to make online gambling illegal. Anyone operating an online gaming server or website without a license risks up to three years in prison and a fine. The permission will be good for a six-year term.
The license intended to be given under the Bill may be terminated or canceled if the licensee violates any of the license’s requirements or any of Bill’s provisions. However, the Bill does not apply to anybody providing backend services in India, including hosting and maintenance for any international gaming website situated outside of India.
The bill also mentions the Foreign Direct Investment and Technology Collaboration in Online Gaming
Few misses in the bill that can be addressed to make it stronger and a better version
The law does not address Know Your Customer (KYC) requirements, customer complaint procedures, advertising and marketing restrictions, user data protection, responsible gaming guidelines, and other concerns.
In the bill, there is no clear distinction between money involved in the game. This is a matter of concern and needs to be addressed so the money laundering aspect can be determined.
The distinction between “games of chance” and “games of skill” is not addressed in the Bill. Furthermore, the Bill does not specify whether its prohibitions apply only to for-real-money games or to free games.
Conclusion
Despite the bill’s flaws, it has offered optimism to the burgeoning gaming sector, which desperately needs a robust regulatory and legal framework free of ambiguity, allowing players to play safely, and encouraging entrepreneurs to enter the field with safety and security. An improved regulatory framework will increase job prospects while also assisting the government. A transparent framework will also aid in the protection of the rights of actors and stakeholders.
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