#FactCheck- Old Earthquake Images Falsely Linked to April 2026 Indonesia Quake
Executive Summary
Images showing collapsed buildings are being widely shared on social media following a powerful earthquake in Indonesia, with users claiming they depict the aftermath of the recent 7.4-magnitude quake. However, research by the CyberPeace Research Wing found the claim to be misleading. The viral images are not from the recent earthquake but from past tremors, and were published by major international news agencies in 2018, 2021 and 2022.
- https://perma.cc/6BTK-2V6T
- https://www.facebook.com/reel/1272067278357847%20no%20other%20snapshots%20from%20this%20url

Fact Check
The posts surfaced after a 7.4-magnitude earthquake struck off the coast of Kota Ternate in eastern Indonesia in the early hours of April 2, 2026, killing one person after a building collapse, as reported by international media.

To verify the authenticity of the images, we conducted reverse image and keyword searches on Google. The first image was found to be part of a wider photograph published by The Associated Press on January 15, 2021.

The third image was traced to Getty Images, which published it on October 2, 2018. According to its description, the image shows rubble and debris around a mosque in Palu, Central Sulawesi, following a 7.5-magnitude earthquake.

These findings confirm that the viral images are unrelated to the recent earthquake and have been taken from older incidents.
Conclusion
The viral claim is misleading. The images circulating online do not show the aftermath of the April 2026 earthquake in Indonesia. Instead, they are old visuals from previous earthquakes, reused with a false and misleading context.
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Introduction
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.

Introduction
The enactment of the Online Gaming (Promotion and Regulation) Act, 2025 has a significant impact, resulting in considerable changes to the structure of the Indian gaming industry. The ban on Real-Money Games (RMG), including fantasy sports, rummy, and poker, aims to curb addiction, illegal betting and most importantly, financial exploitation.
However, this decision sent ripples throughout the industry, resulting in players, companies and their investors re-strategising their plans to move forward. This approach, however, is a sharp contrast to how other nations, including the UK, Singapore and others, regulate online gaming. This, as a result, has also raised doubts about the ban and calls into question whether this is the right move.
Industry in Flux - The resultant Fallout
- MPL’s Layoffs: The Mobile Premiere League has so far laid off nearly 60 per cent of its workforce, with the CEO of the company openly admitting that the company is no longer able to make money in India.
- Dream11’s Lost Revenue: Having seen a position of being a market leader, the company has now witnessed its 95 per cent revenue wiped out, resulting in raised alarms among investors.
- A23’s Legal Move: The company chose to move the Karnataka High Court under the argument that the ban also ends up unfairly criminalising skill-based games that were earlier classified differently from gambling by the courts.
The new face of eSports: With RMGs outlawed, the focus is now on esports, including casual mobile gaming, console/PC gaming, and creating new opportunities and also leaving a void for RMG revenue companies.
Regulations Around the World - & India
India has adopted a prohibition model, whereas many other countries have developed regulatory frameworks that allow sectoral expansion under monitoring.
United Kingdom:
- Online gaming is regulated by the UK Gambling Commission.
- RMGs are legal but subject to strict licensing, age verification and advertising rules.
- Self-exclusion schemes are a must, offered by operators along with tools to prevent gambling addictions.
United States
- State-driven regulations that vary from state to state.
- States including Nevada and New Jersey allow casinos both online and offline, while other states prohibit them completely.
- Regulation for skill-based fantasy games is fragmented but generally legal.
China
- Great focus on controlling and restricting gaming addictions among minors.
- Time limits are enforced for players under 18 (usually as little as 3 hours per week).
- Gambling has been deemed illegal; however, esports and casual gaming operate within China’s regulated gaming ecosystem, subject to certain compliance.
Singapore
- The Remote Gambling Act regulates chance-based games, while other eSports and skill-based games operate out of its jurisdiction and are regulated separately.
- Online gambling isn't completely banned, but is operated under restrictions.
- Only Licensed operators under strict controls are allowed by the government to operate to avoid and prevent black-market alternatives.
Australia
- Regulates under the Interactive Gambling Act.
- Sports betting and certain licensed operators are allowed, while most of the other online gambling services are prohibited.
- Restrictions on advertising and real-time interventions allow emphasis on harm minimisation.
India’s Approach - Comparison
The Online Gaming (Promotion and Regulation) Act, 2025 introduces a prohibition model for real money games. This differs from jurisdictions such as the UK and US, which have implemented regulatory frameworks to oversee the sector. In India, earlier legal interpretations distinguished between games of skill and games of chance. The new legislation provides a single treatment for both categories, which marks a departure from previous judicial pronouncements.
Conclusion
At present, India’s gaming sector is navigating layoffs, court cases, and a pivot towards esports post the RMG ban. Keeping in mind that the intent of said ban is the protection of citizens, the industry also argues that regulation, instead of prohibition, offers a sustainable approach to the issues. On the other hand, on the global scale, most nations prefer controlled and licensed models that ensure consumer safety and work on preserving both jobs and revenues. However, India’s step is diverging from such a model. The lack of safeguards and engagement in the real money gaming industry led to a prohibition model, underscoring that in sensitive digital sectors, early regulatory alignment is essential.
References
- India online gaming ban: Global rules & regulation bill 2025
- Level up or game over? Decoding India’s gaming industry post RMG ban
- MPL lays off 350 employees after GST rules, RMG crackdown
- India’s Dream11 hit by online gaming ban, revenue slumps
- Online gaming ban: A23 moves Karnataka HC against government decision
- UK Gambling Commission – Licensing and Regulations
- Fantasy Sports & Gambling Law – State by State
- China’s gaming restrictions for minors
- Singapore Remote Gambling Act – Ministry of Home Affairs
- Australian Communications and Media Authority – Interactive Gambling Act
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Executive Summary:
Our Team recently came across a post on X (formerly twitter) where a photo widely shared with misleading captions was used about a Hindu Priest performing a vedic prayer at Washington after recent elections. After investigating, we found that it shows a ritual performed by a Hindu priest at a private event in White House to bring an end to the Covid-19 Pandemic. Always verify claims before sharing.

Claim:
An image circulating after Donald Trump’s win in the US election shows Pujari Harish Brahmbhatt at the White House recently.

Fact Check:
The analysis was carried out and found that the video is from an old post that was uploaded in May 2020. By doing a Reverse Image Search we were able to trace the sacred Vedic Shanti Path or peace prayer was recited by a Hindu priest in the Rose Garden of the White House on the occasion of National Day of Prayer Service with other religious leaders to pray for the health, safety and well-being of everyone affected by the coronavirus pandemic during those difficult days, and to bring an end to Covid-19 Pandemic.

Conclusion:
The viral claim mentioning that a Hindu priest performed a Vedic prayer at the White House during Donald Trump’s presidency isn’t true. The photo is actually from a private event in 2020 and provides misleading information.
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.
- Claim: Hindu priest held a Vedic prayer at the White House under Trump
- Claimed On:Instagram and X (Formerly Known As Twitter)
- Fact Check: False and Misleading