The bit at 6:53 is a great example of how Blender's edge-loop selection treats poles. And I found this article to be a handy reference about edge poles in general:
https://topologyguides.com/manipulating-edge-poles
I don't want to be too harsh on the well-meaning author of said blog post, but:
Although there are a few useful tips in that article, there are also some questionable terms (Edge Poles, N-Poles, E-Poles) and statements (about 3-sided poles: "This kind of poles is far less common...(than 5-sided poles), And : "..,poles are inevitable and required for proper topology.")
The Default Cube consists of only 3-sided poles and:
if a manifold Object has one hole for instance, it can be made without any poles. Like in these two examples:
Am I the only one that thought of Santa when reading N-Pole? Which begs the question, who's in the E-Pole? Hearing you say that about how Blender treats poles, it sounds to me like other programs treat them differently, which I didn't know. I thought that no mater the software, when you reached a pole the selection just stopped.
Good catch, Martin -- this thread contains a few more hints as to what the author might be referring to with those terms, but for the most part, they do seem to be... non-standard. I'm with Omar on leaving the N-Poles to Santa (and E-Poles to his elves, obviously 😆)