Maybe we should investigate and find out? Because what I consider Anita to be doing is raising awareness. By raising awareness, experiments will get done and further assessments made. From there, the need for decisions to be made is becoming apparent.
See, I disagree. Peer-reviewed, accredited research isn't done by the masses, it is done by highly educated and established scholars. Anita's videos, while offering something unique to YouTube, also contain misinformation and opinion stated as fact. There are numerous studies done on video games and how they can affect behavior (although, admittedly, done mostly in terms of violent or purchasing behaviors) - I seriously doubt Anita's video would be successful in convincing a team to scientists to perform a study on video games ability to re-doctrinaire players' perspectives on acceptable social norms.
That said, there is the idea that being exposed to imagery and ideas can have a desensitizing effect on the topic. I was able to find some research support for this, but the top hits I found were from the 1980s, so if someone can find something that is more recent (to support or refute/debate) then please do so.
Here's one that I found (just an abstract unfortunately).
To go COMPLETELY off topic, there has recently been a surge in the field of Psychology to re-test many studies done in the field to determine if they are reproduceable. This is very common in the physical sciences, where confirming theories off of others work is very common and helps strengthen the exact results and practices performed. But in Psychology, this has met with fierce resistance, as experimenters say that scientists today do not know enough about their exact process to accurately recreate the results. Which, of course, begs the question of why there are secret processes not outlined in the Experimental Procesures section of each study and if they would put the results in question. /end off topic
However, if we examine other forms of stereotyped impression, there is a study that showed that video game play was able to make a measureable effect on breaking down the stereotypes associated between Palestinans and Israelis when the game put them in control of the leader of the opposite faction.
Link (Abstract)
An interesting experiment. But it presupposes some things, I believe, which might make transposition to other situations possibly not as clear.
The conflict between Israelis and Palestinaians is a hotly contested conflict with clear lines drawn. In the case of sexism, racism, etc. who would do the competing sides? I don't think may identify themselves as "sexist" or "racist" as clearly as someone would label themselves pro-Palestinian. Also, the game takes different sides of the conflict. You are not simply playing as an Israeli, but as a leader of Israi forces against Palestianians (or vice versa). Would the equivalent be not just having a player play a female, but an activist feminist?
All of that to say that video games that force the player to play opposite perspectives could be effective in broadening the player's view on others. But I wonder if a Palestinian played this game on their own if they would have chosen to play for the Israeli side? And I wonder if the effect of sympathy for the other side might be diminished if the first playthrough of the game was done from their own sides perspective, with a subsequent playthrough done on the opposing side? These types of questions could be used to evaluate what the chances are of providing gender, race and sexuality options to a game in broadening the player's viewpoint.