This work starts from the assumption that electronic games influence today's children's cultural formation. This affirmation is based on the critical theory of society, especially by one of its main thinkers, T. W. Adorno, who, along with M. Horkheimer, created the concept of culture industry in 1947. As elements of this culture, and as consumption products, electronic games are an instrument for leisure and entertainment, with an increasingly higher reach in children's play. This means that the content of these games and children's identification with their characters are important reference points to analyze the constitution of children's identity and the urgent need for values in society today.
Cultural industry and education; Critical theory and childhood; Video games and education