@maxdancona,
The biggest question of course, is what do her observations mean on a big sense.
Should video games (like other popular art) use themes in popular culture to tell stories that are compelling to the intended audience?
How much should academics reach down into popular culture in order to change themes that they find objectionable? Or, should popular art be allowed to exist on its own without external influence?
If we are going to be using academic thought about what popular culture should be, do we run the risk of the art being less real or less applicable to what people actually feel or experience.
Ms. Sarkeesian's objections to Legos are an example of a case where this was more obviously silly than the video you linked to. Lego got together a bunch of young girls in a focus group to develop new products. Ms. Sarkeesian was upset that they choose purple and pink as prominent colors. No matter how politically correct the adults around them... it is still a fact that most boys want guns and most girls want friends. Sometimes reality is "misogynistic".
Using the standards that Anita Sarkeesian is using, is there any popular culture that meets her goals of gender equality? The goal of popular art to is to express the ideas of the artist and the fantasy of the audience. Good popular art is both challenging and enjoyable. I don't think having popular art respond to academic criticism is a good thing.