Considering the different contents that make up school Physical Education, this study corresponds to research involving electronic games to be played in Physical Education classes. We identified and assumed electronic games as a teaching tool for Physical Education content, as they are characterised as one of the contemporary forms of leisure and now also sport, being an offshoot of cybernetics, an industry that is growing more and more in Brazil. As Moran, Massetto and Behrens (2012) point out, it is important to think about how to use technology effectively at school to provide students with meaningful learning, as it can help them relate to, interpret, contextualise, signify and improve their knowledge of a particular subject in their daily lives. The aim was to analyse and present the contributions of electronic games as a pedagogical tool for teaching Physical Education content in the context of Basic Education.