Health Risks of Gaming and Social Media Highlighted by Expert Amid Online Threats
A Fox News op-ed ties youth mental health to immersive digital cultures, urging limits on screen time as FBI warns of online grooming.

An op-ed from Dr. Marc Siegel links heavy video gaming, internet immersion and social media use to deteriorating mental health among young adults, arguing those trends are underscored by violence and online culture. The piece notes that 22-year-old Tyler Robinson is described as the alleged killer of conservative activist Charlie Kirk and spent considerable time in online gaming and social media circles before the incident. It acknowledges that the exact role of digital culture in the case cannot be quantified, but suggests warning signs are present in a generation more connected online than any previous one.
Siegel portrays today’s video game, internet and social media landscape as a glut that is addictive and unhealthy for both body and soul. While he does not claim a direct causal link in the Kirk case, he argues that the suspect’s immersion in online spaces reflects a broader pattern. The op-ed highlights Helldivers 2, a game that has drawn attention for its satirical take on a fascist multi-galaxy empire, noting a reference to the game appeared in an inscription found with the suspect’s rifle.
A Wall Street Journal column by Alyssa Finley, cited in the piece, is titled “Tyler Robinson and America’s Lost Boys.” The op-ed quotes Finley’s observation that “marinating in an internet cesspool can’t be good for the young and malleable male mind,” and notes studies showing associations between violent video games and aggressive behavior, while acknowledging that most gamers do not become violent. The broader point, Siegel argues, is that heavy engagement in online worlds can desensitize or dissociate, reducing social interaction and moral development.
In March 2025, the FBI warned the public about a growing network of exploitative online social media threats targeting young people. The Internet Crime Complaint Center described networks on publicly available platforms, including social media sites, gaming platforms and mobile apps, that groom vulnerable populations, including children and youths who struggle with mental health issues such as depression or suicidal ideation. Threat actors often establish trust before coercing victims into escalating, harmful behavior designed to shame and isolate them. The op-ed stresses that those with mental health vulnerabilities are among the most at risk.
Recent research cited in the piece finds that adolescents who spend three hours or more per day on social media have roughly double the risk of anxiety or depression, and that heavy users frequently report worse self-perceptions. Siegel ties these findings to a broader concern about the normalization of online identity as a substitute for in-person interaction and moral development. He argues that the overlap between gaming and social media creates a continuum of online presence that can amplify negative emotions and isolation.
The article notes there is no definitive proof of causation, but it argues the convergence of online gaming, social platforms and virtual avatars represents a risk pattern that health professionals should address. It calls for concrete steps to curb excessive screen time and to foster healthier online habits, including setting limits on social media, cell phone and internet use, and on video gaming time. Parents are urged to model restrained screen use and to create family routines that prioritize face-to-face interaction. Dinner conversations, Siegel suggests, should include discussions about empathy, kindness and courage, themes that counteract online hostility and alienation.
The piece also points to broader social signals as a wake-up call. It cites Luigi Mangione, a 27-year-old with a background in video game development, who was indicted in a case involving the murder of a high-profile executive, noting this as part of a wider pattern of how digital culture can intersect with violent outcomes. The reporting suggests Mangione’s case—reported in multiple outlets—underscores the need for vigilance about online environments that can influence behavior.

Ultimately, the health-focused argument in Siegel’s piece is cautious but clear: while no single study proves that gaming or social media causes violence, the rising prevalence of immersive online life among youths, the grooming dynamics described by federal authorities, and emerging research on mental-health risks all point to a need for proactive, evidence-based strategies. Policies and parenting that reduce excessive screen time, foster real-world social connections and promote positive digital citizenship may help mitigate negative mental-health outcomes without diminishing the benefits of technology.
