I'm with Ken "Popehat" White: what the gamer did here is homicide. We can argue about the degree.

In the history of media, there have always been a small fraction of maladjusted people who cannot distinguish the fantasy of the medium from reality. ( Here's an example from 1774. Search for "suicides" http://www.newworldencyclopedia.org/entry/Storm_and_Stress ) These instances are rare, in the same way that instances of "swatting" are rare. There are multiple reports of such accounts, the damage each such instance produces is outsized for the planning and effort to pull it off, and the details are quite lurid. However, as a fraction of the general populace, the affected population is tiny.

I say this as someone who counts himself in the gamer camp. I have seen firsthand, adults who are gamers transfer the morality they learned in their online community -- where the consequences are only in the context of games -- to the running of real world organizations. People can be treated as fungible/disposable. Truth and morality doesn't matter -- if the system allows it, then it's all fair game. This is quite different from the false and long debunked notion that the fantasy violence in media can lead to real violence -- precisely because of the demarcation between fantasy game-world objects and real people and the real world. When you shoot a soldier in-game, people know full well it's not something real that just happened, and the object of such treatment is objectively not real. When someone "kills" a prostitute in a Grand Theft Auto game, there is literally no victim. However, when someone sh#t-talks another player, the human mind on the other end is quite real, and the emotional impact is intended to be every bit as real as if the event happened in person. The game is fantasy, but your fellow players are real human beings, and the moral experience gained through the interaction between fellow human beings is also real. So too, the moral experience gained through the running of an online organization of real human beings is also real.

It's widely acknowledged all over the internet, that the reality of the humanity of people on the other end of communication is somehow often forgotten. The real emotional toxicity of such behavior is widely acknowledged in the gaming community and over the general internet as well. These things aren't in question. The things that are in question are 1) what it means and 2) what we should do about it. Without question, the toxicity of online interactions is due to an online disconnect between communications and consequences. It is a failure of the mechanisms which regulate the social animal Homo sapiens. There are entire libraries of novels and nonfiction books about how the breakdown of aspects of the social fabric reduce human interactions to might-makes-right brutality. Perhaps it's progress that all of human nastiness moves onto the digital realm and away from the world of flesh and atoms. Certainly, the immorality and nastiness of even attempts to regulate/counter the general toxicity seem to devolve down to the same level as the general toxicity itself. Perhaps the existence of walled gardens is akin to the building of town walls and the rise of feudal lords. People in the real-world 1st world adhere to the rule of law and generally live by principles. People in the virtual 0th and 1st worlds are still in a feudal world of rule by force and of personal/tribal loyalties taking the place of principle. Perhaps it should be no surprise that the nascent moralism of today's online world often resembles medieval moralism in its acerbic irrationality and absolutism.