#FactCheck: AI-Manipulated Video Falsely Shows Ravish Kumar Criticising CJP, AAP Leaders
Executive Summary
A video of journalist Ravish Kumar is being widely shared on social media. The video is being circulated with the claim that Kumar criticised Abhijeet Deepak, the CJP and Aam Aadmi Party (AAP) leaders over the CJP’s alleged absence from the ongoing student protest in Jharkhand. The CyberPeace Research Wing found the claim to be false. The research established that the original video of Ravish Kumar was digitally manipulated using artificial intelligence (AI), and altered audio was added before it was shared with a misleading claim.
Claim
A user on X (formerly Twitter) shared the viral video on August 7, 2026, with the caption: “Ravish Kumar has brain fever. CJP is exposing the leaders’ true colors.”
https://x.com/nehraji778/status/2085772474915164506

Factcheck
To verify the claim, we extracted several keyframes from the viral video and conducted a reverse image search using Google Lens. During the search, we found a video uploaded on Ravish Kumar’s official YouTube channel on July 29, 2026.
The visuals in the original video match those seen in the viral clip. Ravish Kumar can be seen wearing the same clothes and appearing in almost the same frame as in the viral video.
https://www.youtube.com/watch?v=Rdn_hfyZVRM

In the next step, we analysed the viral video using Hive Moderation. The tool indicated a 97 per cent probability that the video was AI-generated.

Conclusion
The research found that the viral claim is false. The visuals are taken from a genuine video of Ravish Kumar, but the original footage has been digitally manipulated and altered audio has been added using AI. The modified video is being circulated with a misleading claim that Kumar criticised Abhijeet Deepak, CJP and AAP leaders over the Jharkhand student protest.
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Introduction
In the digital era, where technology is growing rapidly, the role of Artificial Intelligence (AI) has been making its way to different corners of the world. Where nothing seems to be impossible, technology and innovation have been moving conjointly and once again, and such innovation is in the limelight with its groundbreaking initiative known as “Project Groot”, which has been announced by the AI chip leader “Nvidia”. The core of this project is the fusion of technology with AI and robotics, where a humanoid can be produced with the capability to understand the natural language and interact with it to further learn from the physical environment by observing human actions and skills. Project Groot aims to assist humans in diverse sectors such as Healthcare and so on.
Humanoid robots are based on NVIDIA’s thor system-on-chip (SoC). The thor powers the intelligence of these robots, and the chip has been designed to handle complex tasks and ensure a safe and natural interaction between humans and robots. However, a big question arises about the ethical considerations of privacy, autonomy and the possible replacement of human workers.
Brief Analysis
Nvidia has announced Project GR00T, or Generalist Robot 00 Technology, which aims to create AI-powered humanoid robots with human-like understanding and movement. The project is part of Nvidia's efforts to drive breakthroughs in robotics and embodied AI, which can interact with and learn from a physical environment. The robots built on this platform are designed to understand natural language and emulate movements by observing human actions, such as coordination, dexterity, and other skills.
The model has been trained on NVIDIA GPU-accelerated simulation, enabling the robots to learn from human demonstrations with imitation learning and from the robotics platform NVIDIA Isaac Lab for reinforcement learning. This multimodal AI system acts as the mind for humanoid robots, allowing them to learn new skills and interact with the real world. Leading names in robotics, such as Figure, Boston Dynamics, Apptronik, Agility Robotics, Sanctuary AI, and Unitree, are reported to have collaborated with Nvidia to leverage GR00T.
Nvidia has also updated Isaac with Isaac Manipulator and Isaac Perceptor, which add multi-camera 3D vision. The company also unveiled a new computer, Jetson Thor, to aid humanoid robots based on NVIDIA's SoC, which is designed to handle complex tasks and ensure a safe and natural interaction between humans and robots.
Despite the potential job loss associated with humanoid robots potentially handling hazardous and repetitive tasks, many argue that they can aid humans and make their lives more comfortable rather than replacing them.
Policy Recommendations
The Nvidia project highlights a significant development in AI Robotics, presenting a brimming potential and ethical challenges critical for the overall development and smooth assimilation of AI-driven tech in society. To ensure its smooth assimilation, a comprehensive policy framework must be put in place. This includes:
- Human First Policy - Emphasis should be on better augmentation rather than replacement. The authorities must focus on better research and development (R&D) of applications that aid in modifying human capabilities, enhancing working conditions, and playing a role in societal growth.
- Proper Ethical Guidelines - Guidelines stressing human safety, autonomy and privacy should be established. These norms must include consent for data collection, fair use of AI in decision making and proper protocols for data security.
- Deployment of Inclusive Technology - Access to AI Driven Robotics tech should be made available to diverse sectors of society. It is imperative to address potential algorithm bias and design flaws to avoid discrimination and promote inclusivity.
- Proper Regulatory Frameworks - It is crucial to establish regulatory frameworks to govern the smooth deployment and operation of AI-driven tech. The framework must include certification for safety and standards, frequent audits and liability protocols to address accidents.
- Training Initiatives - Educational programs should be introduced to train the workforce for integrating AI driven robotics and their proper handling. Upskilling of the workforce should be the top priority of corporations to ensure effective integration of AI Robotics.
- Collaborative Research Initiatives - AI and emerging technologies have a profound impact on the trajectory of human development. It is imperative to foster collaboration among governments, industry and academia to drive innovation in AI robotics responsibly and undertake collaborative initiatives to mitigate and address technical, societal, legal and ethical issues posed by AI Robots.
Conclusion
On the whole, Project GROOT is a significant quantum leap in the advancement of robotic technology and indeed paves the way for a future where robots can integrate seamlessly into various aspects of human lives.
References
- https://indianexpress.com/article/explained/explained-sci-tech/what-is-nvidias-project-gr00t-impact-robotics-9225089/
- https://medium.com/paper-explanation/understanding-nvidias-project-groot-762d4246b76d
- https://www.techradar.com/pro/nvidias-project-groot-brings-the-human-robot-future-a-significant-step-closer
- https://www.barrons.com/livecoverage/nvidia-gtc-ai-conference/card/nvidia-announces-ai-model-for-humanoid-robot-development-BwT9fewMyD6XbuBrEDSp

Introduction
One of the biggest gaming populations in the world today is found in India. Every day, hundreds of millions of young Indians engage with streaming services, immersive digital content, mobile games and e-sports ecosystems. Yet, despite this massive scale of participation, India remains largely absent from the global conversation on original gaming intellectual property. Although the nation produces very few globally significant gaming worlds of its own, it consumes games on an astonishing scale. This paradox highlights a more serious structural issue with the gaming discourse in India. Our national conversation around gaming often begins and ends with regulation i.e., online betting, taxation, fantasy gaming legality, addiction and compliance. Although these worries are valid they have inadvertently obscured a much more crucial query: is India creating a gaming industry or is it just regulating a gaming market? Various subject-matter experts have expressed their views on this issue, like Shailendra Vikram Singh Former Deputy Secretary (Cyber & Information Security), Ministry of Home Affairs who is of the opinion,
“I believe India’s gaming story presents a unique paradox. While we are one of the world’s largest gaming markets, we have yet to fully realize gaming’s potential as a strategic pillar of the AVGC vision. Much of the conversation remains focused on regulation and consumption, whereas the larger opportunity lies in creation, innovation, and global competitiveness.
In my view, gaming should be recognized as a strategic creative and digital industry. It has the potential to generate high-value employment, foster indigenous intellectual property, and strengthen capabilities in design, storytelling, animation, immersive technologies, and emerging digital skills. Beyond its economic value, gaming can also serve as a powerful platform for education, skilling, and public engagement.
I also see gaming as an important medium for bringing India’s rich cultural heritage, historical narratives, and diverse traditions to global audiences through interactive storytelling. As digital experiences increasingly shape how younger generations learn, engage, and understand the world, culturally rooted content can become a source of both creative expression and national soft power.
At the same time, sustainable growth must be built on trust. Strong safeguards for cybersecurity, child protection, user safety, responsible gaming, and data governance are essential to creating a resilient and trusted ecosystem.
To realize the full promise of the AVGC vision, I believe India must aspire to be more than a large gaming market. A nation of gamers must ultimately become a nation of game creators.”
The Misplaced Focus of Regulating Bodies
A country with one of the world’s oldest storytelling civilizations should not remain from the world’s most influential storytelling medium. Examining how other nations viewed gaming as a strategic cultural enterprise highlights the disparity even further. Japan turned gaming into a tool of soft power by exporting global icons like Mario, Pokémon and Zelda. Along with K-pop and digital culture, South Korea incorporated gaming into its larger cultural export sector. With businesses like Tencent and games like Genshin Impact and Black Myth: Wukong, China is now aggressively marketing gaming as a geopolitical and technological impact ecosystem.
Through The Witcher, Poland even showed how local folklore based storytelling may achieve cultural relevance on a worldwide scale. In contrast, India contributes very little to the global gaming imagination despite having one of the strongest civilisational storytelling traditions in human history, including the Mahabharata, Ramayana, Buddhist Narratives, tribal folklore, Indic mythology and regional legends.
Artificial Intelligence and Lore of Lost Opportunities
The arrival of artificial intelligence now changes this equation dramatically. AI is lowering the barriers to creativity in ways previously unimaginable. For character design, procedural storytelling, localisation, environment creation, NPC interactions, voice synthesis and animation pipelines, independent producers and small studios can now use generative AI. Agile creative ecosystems are increasingly able to accomplish what formerly required enormous infrastructure and production teams. This offers India a once-in-a-lifetime chance to overcome conventional developmental barriers in the gaming sector. India may become a global center for AI-assisted storytelling, culturally grounded gaming storylines and scalable independent game production instead of competing just through capital-intensive AAA ecosystems.
The AVGC Promotion Task Force for India’s Digital future explicitly highlighted the significance of intellectual property development, academic integration, skilling and incubation systems. However, India still views gaming more as a compliance industry than as a significant creative economy. Economists use revenue forecasts to discuss gaming. Taxation frameworks are used by policymakers to discuss it. However, narrative ownership, digital culture, creative sovereignty and gaming as a long-term civilisational export are not sufficiently discussed.
Playing Everyone Else’s Game
The actual danger does not lie in the fact India won’t grow into a sizable gaming industry. The change has already taken place. The bigger risk is that, in a global market that is becoming more and more controlled by foreign narratives, foreign engines and foreign platforms, India may permanently remain a consumer ecosystem. Processors and graphic engines won’t be the only factors influencing gaming in the future, cultures that can emotionally engage worlds will also play a significant role. India possesses the depth of civilisation, creative heritage, technical prowess and population size necessary to develop into such a creator economy. It does not, however, have a consistent institutional focus on supporting studios, storytellers, animators and original intellectual property ecosystems.
References
- AVGC Promotion Task Force Report, Government of India
- KPMG India Media & Entertainment Reports
- EY-FICCI Media & Entertainment Industry Reports
- Newzoo Global Games Market Reports
- Lumikai “State of India Gaming” Reports
- UNESCO Reports on Cultural & Creative Industries
- World Economic Forum reports on AI and Creative Economies

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