#FactCheck - Viral Postcard Attributing Fake UGC Statement to Keshav Prasad Maurya Is False
Executive Summary
A postcard claiming that Uttar Pradesh Deputy Chief Minister Keshav Prasad Maurya commented on the Supreme Court’s stay on the new UGC regulations is being widely shared on social media. The viral postcard suggests that Maurya stated the Modi government would “fight till its last breath” to implement the UGC law and appealed to Dalit, backward and tribal communities to trust the government as their true well-wisher. However, an research by the CyberPeace has found that the viral postcard is fake. Keshav Prasad Maurya has not made any such statement.
Claim
A Facebook user shared the postcard with the caption:“Now read it yourself. Statement of Deputy CM Keshav Prasad Maurya — the Modi government will fight till its last breath to implement the UGC law. An appeal to Dalit, backward and tribal communities to trust the government, calling it their true well-wisher.”
(Archived version of the post available here.)

Fact Check:
During the research, we did not find any credible news reports mentioning such a statement by Deputy Chief Minister Keshav Prasad Maurya regarding the UGC regulations or the Supreme Court’s order. A closer examination of the viral postcard revealed several inconsistencies. Notably, the text on the postcard lacks proper punctuation, such as commas and full stops, which is unusual for professionally designed news graphics. The postcard carries the logo of Navbharat Times (NBT). However, when compared with genuine NBT postcards, the font style used in the viral image does not match NBT’s official design. We also traced the original NBT postcard that appears to have been edited to create the fake one. In the authentic postcard, shared by NBT on January 20, Keshav Prasad Maurya is quoted as saying: Where the lotus has bloomed, it will continue to bloom, and where it has not, under the guidance of PM Modi and the leadership of Nitin Nabin, the lotus will bloom.”

The original statement was digitally altered, and a fabricated quote was inserted to create the viral postcard.
Conclusion
CyberPeace research clearly establishes that the viral postcard is fake. The original Navbharat Times postcard has been tampered with, and Keshav Prasad Maurya’s actual statement has been replaced with a fabricated quote, which is now being circulated with a misleading claim.
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Introduction
In this age, when our data stands as the key to all resources, espionage has moved from dark alleys and trench coats to keyboards and code. In this era of active digital espionage, where intelligence is stolen through invisible cyberattacks that target computer networks. Cyber espionage and spying have become the most critical threat in the hyper-connected world of today. As governments, corporations, and individuals store an immense amount of confidential information online, the grounds of espionage have shifted from land and sea to the silent realm of cyberspace.
What is Cyber Espionage?
Cyber espionage refers to the unauthorised access of confidential data for strategic, political, military, and financial gain, unlike cybercrime, which is mostly about money. Cyber espionage is about gaining information power. The very first documented case dates back to 1986-87, when a group of German hackers breached the US military establishment and the defence systems and sold that stolen data to the Soviets and the KGB. This was the beginning of a new era where classified intelligence could be gathered even without entering a building.
Cyber espionage is mostly carried out by trained espionage professionals, elite hackers, and corporate spies whose sole purpose is to target the government, research organisations, military establishments, and other critical infrastructures.
The Objective
The act of Cyber Espionage is being driven by three major objectives, such as;
- Stealing of Intellectual Property- Starting from information and data related to military establishments to pharmaceutical patents, stealing innovation is cheaper than funding R&D.
- Political and Diplomatic Advantage- As government networks are hacked to access state secrets, negotiation strategies, and classified communications.
- Military Intelligence- Cyber spies also work to steal data on weapons troop movements, defence systems, and war systems, often years before conflict breaks out.
In a world being shaped by digital power, information is not just about knowledge. Rather, it is all about ensuring dominance.
The arsenal of modern digital spies is more sophisticated, and most importantly, they are used covertly rather than the spy gadgets that are shown in spy movies. Some of the tactics resorted to by the cyber spies can be recognised as;
- Phishing Attacks through fake emails that lure victims to click on malicious links or sharing of passwords.
- Persisting Advanced Threats through long-term stealth attacks in a network for more than a month or a year.
- Malware and Spyware are invisible software that logs keystrokes, records screens, or steals files silently.
- Deepfake Manipulations by creating AI-generated fake videos that can influence political developments in the country.
Anything that makes cyber espionage terrifying is not just the theft, but the fact that it goes undetected.
What Differentiates Cyber Espionage and Cyber Warfare
Cyber espionage is a silent and stealthy tactic that is carried out with utmost secrecy, being a long-term effort for intelligence gathering. It mostly focuses on the stealing of data, whereas Cyber warfare is an open and destructive tactic that is used to create an immediate and visible impact to create disruption. However, espionage is an act that prepares the battlefield for the warfare of the future.
Taking instances of real instances of cyber espionage, we can refer to examples such as;
- Operation Aurora was conducted in 2010, where Chinese Hackers based in Beijing tried to steal IP data from Google and American tech giants.
- The Stuxnet attack in 2010 was another cyber weapon that was developed to sabotage Iran’s nuclear centrifuges.
- SolarWinds Attack of 2020 was an instance of cyber espionage where a supply chain hack was carried out to target multiple US federal government agencies.
As most of these instances reflect that they were battles without guns, but with the use of codes. Several sources raise the question of whether cyber-attacks can be stopped. The answer lies in the fact that they cannot be stopped completely, but can be minimised to some extent, by developing capabilities to counter and deter cyber-attacks with the help of equal cyber defence capabilities.
Conclusion
From the Cold War era to the present Code War, espionage has evolved with technology. An effort that was once taken solely by spies and human assets, with the passing of time enhancement of technologies it is now expanded to malware, phishing, social engineering, and remote digital inflation. In this age of information warfare, espionage is faster, cheaper, and harder to trace than ever before. The enemies of a nation may never cross its borders, but they may already be inside its systems. However, the world has now officially entered a new battlefield, without boundaries, uniforms, and bombs. It is now being fought through bytes, breaches, and invisible enemies.
References
- https://www.sentinelone.com/cybersecurity-101/threat-intelligence/cyber-espionage/
- https://www.espiamos.com/en/content/espionage-in-the-digital-world-threats-and-opportunities.html
- https://www.apu.apus.edu/area-of-study/information-technology/resources/what-is-cyber-warfare/
- https://pride-security.co.uk/the-rise-of-digital-warfare-understanding-the-evolution-of-cyber-espionage/
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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.

Executive Summary:
A viral post on X (formerly twitter) shared with misleading captions about Gautam Adani being arrested in public for fraud, bribery and corruption. The charges accuse him, his nephew Sagar Adani and 6 others of his group allegedly defrauding American investors and orchestrating a bribery scheme to secure a multi-billion-dollar solar energy project awarded by the Indian government. Always verify claims before sharing posts/photos as this came out to be AI-generated.

Claim:
An image circulating of public arrest after a US court accused Gautam Adani and executives of bribery.
Fact Check:
There are multiple anomalies as we can see in the picture attached below, (highlighted in red circle) the police officer grabbing Adani’s arm has six fingers. Adani’s other hand is completely absent. The left eye of an officer (marked in blue) is inconsistent with the right. The faces of officers (marked in yellow and green circles) appear distorted, and another officer (shown in pink circle) appears to have a fully covered face. With all this evidence the picture is too distorted for an image to be clicked by a camera.


A thorough examination utilizing AI detection software concluded that the image was synthetically produced.
Conclusion:
A viral image circulating of the public arrest of Gautam Adani after a US court accused of bribery. After analysing the image, it is proved to be an AI-Generated image and there is no authentic information in any news articles. Such misinformation spreads fast and can confuse and harm public perception. Always verify the image by checking for visual inconsistency and using trusted sources to confirm authenticity.
- Claim: Gautam Adani arrested in public by law enforcement agencies
- Claimed On: Instagram and X (Formerly Known As Twitter)
- Fact Check: False and Misleading