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Chaos, Solitons and Fractals 182 (2024) 114798

Contents lists available at ScienceDirect

Chaos, Solitons and Fractals


journal homepage: www.elsevier.com/locate/chaos

Hopf-bifurcation of a two delayed social networking game addiction model


with graded infection rate
Khalid Ali Khan a, b, B.S.N. Murthy c, V. Madhusudanan d, M.N. Srinivas e, Anwar Zeb f, *
a
Center of Bee Research and its Products (CBRP), Unit of Bee Research and Honey Production, Research Center for Advanced Materials Science (RCAMS), King Khalid
University, P. O. Box 9004, Abha 61413, Saudi Arabia
b
Applied College, King Khalid University, P. O. Box 9004, Abha 61413, Saudi Arabia
c
Department of Mathematics, Aditya College of Engineering and Technology, Surampalem, India
d
Department of Mathematics, S.A. Engineering College, Chennai 600077, Tamil Nadu, India
e
Department of Mathematics, School of Advanced Sciences, Vellore Institute of Technology, Vellore, India
f
Department of Mathematics, COMSATS University, Islamabad, Abbottabad Campus 22060, KPK, Pakistan

A R T I C L E I N F O A B S T R A C T

Keywords: To study the current trend in the society of online gaming addiction. A two delayed social networking game
Social networking addiction model with categorized contagion rate is presented in this paper. The influence of the two delays and
Game addiction sufficient prerequisites for the reality of Hopf bifurcation are explored by means of involving the feasible combos
Graded infection rates
of the double delays as a bifurcation limitation. Furthermore, specific formulae for deciding direction of the Hopf
Family education
bifurcation and permanence of the bifurcating periodic options are obtained by exhausting normal form theory
Delay
Hopf bifurcation and centre manifold theory. To end with, some numerical replications are conceded out with the assist of MAT
Periodic solutions LAB software program in directive to interpretation for the approve of theoretical results.

1. Introduction game addiction [5,6]. Some addicts put the social order in peril, and
some even commit crimes. Therefore, it is becoming increasingly crucial
Problems resulting from extreme usage of technology, together with to lessen gaming addiction [7].
Internet use in general and social networking games, have drawn There are two main reasons for using technology are hedonic and
increased attention from researchers and the general public. The prob­ utilitarian. The goal of hedonic use is to have fun. People use technology
lem of social networking game addiction has risen globally in recent for enjoyment, diversion, entertainment, escape, or for adventure and
years [1]. Social networking games have a particular allure, and those imagination. However, all of these advantages pave the way for people
with poor will power are readily swayed and enticed to play them. As a to become addicted to technology. Technological addiction is a broad
result, social networking games are contagious and the behaviour of term that encompasses various types of addiction. One of the most
engaging in them is comparable to that of infectious diseases in terms of common types of technology addiction is that of social media and
how they spread. The World Health Organization updated its worldwide gaming addiction. In fact, it's one of the most common addiction types
definition of disorders on May 25, 2019, and “game disorder,” some­ among adolescent groups. An addict is someone who cannot stop using
times known as gaming addiction, is now classified as a mental ailment or controlling a particular substance or behaviour. An addict can be
[3]. Governments across the globe were advised by the World Health addicted to any of the following substances: Cigarettes, Alcohol and
Organization to comprise game addiction in the medical system. Addi­ Drugs Behaviour-based addictions. People facing many addictions like
tionally, social networking games typically offer similar settings: players food addiction, Game addiction, Computer addiction, Smartphone
who introduce friends to the game might receive extremely generous in- addiction, Television addiction, shopping addiction and Internet
game incentives. The social networking games are vibrant, which en­ addiction.
ables individuals quickly to become attached to them and gives them a Adolescents use the internet and social media, as a place of refuge to
powerful contagious quality [4]. The quality of life, emotional devel­ hide from the identity issues they face in real life and the responsibilities
opment, and mental and physical health are all negatively impacted by that arise during the identity acquisition phase. A report on the “Social

* Corresponding author.
E-mail addresses: kkhan@kku.edu.sa (K.A. Khan), anwar@cuiatd.edu.pk (A. Zeb).

https://doi.org/10.1016/j.chaos.2024.114798
Received 26 June 2023; Received in revised form 4 January 2024; Accepted 22 March 2024
0960-0779/© 2024 Elsevier Ltd. All rights reserved.

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