TimeLord said:
"Sometimes when he was supposed to be reading a paper or something like that, I would see him playing online role-playing games like World Of Warcraft and League of Legends"
And that is the only sentance in a 3 page spread on the article that mentions anything about video games.
Where does it specifically mention "violent" video games, or was the word "violent" added by you?
It's interesting that for the title of this thread, you've turned a question about video games into a statement about a specific type of video game.
The way I see it, there are two different video game issues raised here, one raised by the newspaper's question and one raised by the title of this thread.
The issue raised by the newspapers question is "can an prolonged activity that causes someone to withdraw from reality into a immersive fantasy word (or alternate reality) affect someone's grasp on reality and sense of identity?".
The issue raised by your thread title is "can violence in the media inspire violence in real life?".
While there is some overlap between the two issues, the issue raised by this paper isn't what is being discussed in this thread, with some people assuming that the paper is labelling WOW and LOL as violent games, where in fact the key issue isn't violence in games, but escapism affecting the social interactions and world view of certain, vulnerable individuals.
I don't believe any kind of video game violence inspired a copy-cat reaction in this killer, but I think that prolonged escapism into a fantasy world may not have helped his already fragile psyche.
MMO and online gaming addiction and it's affect on the mind is a real issue that shouldn't be ignored (e.g. the woman who played Farmville while her baby died or the Asian people who drop dead from gaming for too long in internet cafes), but video game violence alone is more of a tabloid boogyman (e.g crime spree inspired by GTA) which shouldn't be confused with the real issue.