Abstract

In this study, we will analyze some inherent aspects to the entertainment industry, specifically regarding digital media and virtual games. These are widely disseminated in society, particularly among high school teenagers. As a consequence, they promote alienation to the consumption culture, which is full of multiple intentionalities. Furthermore, we can establish the cultural industry as a promoter of a culture of semi-information in the education of our youth, which creates barriers to support an emancipatory education. This study was conducted through Content Analysis on an online questionnaire applied to students of a public state high school, reinforcing and supporting the approaches presented in it. The analysis was based on the theories of ADORNO (1985), DARYELL (2014), LEVY (1993, 1996), BARDIN (1995), and ARROYO (2014) and rethinks the relationship between the cultural industry and youth practices in the field of high school education.

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