A very interesting video series, even though I already heard about one or another principle described (e. g. Squash and Stretch).
But in game developments, there are some problems if you want to apply these principles. If a character is controlled by the player, you have to minimize the anticipation, since it would add another delay between input and desired action. The staging is important, but the player has control over the camera in many games, so the developer only has full control over the staging during the cutscenes.
You should watch the Extra Credits video about the . There you will find several of the principles in action as well.