Back in the day we joked about "Evercrack" too, but addiction to it actually ruined lots of people's lives in a way Doom never did.
Also note that both Fortnite and World of Warcraft are entirely multiplayer games. The way I see it, their addictive nature comes from the same set of factors that make social media addictive. In terms of addiction, Fortnite and WoW are like Instagram, not like Doom.
"Gaming has also been associated with sleep deprivation, insomnia and circadian rhythm disorders, depression, aggression, and anxiety, though more studies are needed to establish the validity and the strength of these connections"
https://www.health.harvard.edu/blog/the-health-effects-of-to...
https://www.pbs.org/newshour/nation/suicide-among-teens-and-...
And let's get real, this is not just a FB problem. If you really care about this, you have to burn a whole lot more than just FB. And it's probably going to include most internet companies. Cyberbullying is going to happen wherever teens spend most of their time on the internet.
We have important societal issues to solve. c54's comment touched on that in an insightful way. There are other things to balance here. Marginalized groups have benefited a lot from social media much like geeks benefited a lot from video games, D&D, and board games. But we don't like to talk about that because in many minds FB == the devil, and mentioning any benefit means propping up the devil. Soon we'll be talking about TikTok in the same manner.
This should be investigated but it needs to be done with an objective point-of-view. You do not have an objective point-of-view. Facebook does not have an objective point-of-view. The media definitely does not have an objective point-of-view. Let's at least try to be scientific.
That's kind of my point: The tech community can relate to Doom in the context of their own childhoods because we grew up with it. Adults can't relate to Instagram in the context of childhoods because that came after our time. So without first-hand experience, they substitute whatever feels correct, as prompted by hyperbolic articles like this one.
Every generation thinks the way they grew up was correct, while subsequent social changes are bad. There has always been moral panic about what "kids these days" are doing, from social media to video games to portable music players to watching TV and so on.
It was the exact same story with video game violence: Adults at the time didn't grow up with video games, so they assumed the worst. Politicians and news media stepped in to seed the most dramatic possible interpretations, pointing to correlations with increasing gun violence (at the time). To adults who didn't grow up with the context and saw no personal upside to the video games, heavy-handed legislation felt right.