In this article we will put forward psycho pedagogical thoughts about the videogames mediation that we define as a macro artistic genre that emerge and belongs to the massive culture. The mobile entertainment services such as streamed and broadcast video, social networking services and multiplayer games which have been designed specifically for the mobile environment provides a sociocultural place that summons the "global convergence of practice and senses". From this idea we get the pedagogical dimension that underlies to these ludic practices of the users, keeping in the hegemonic symbolic speech of the cyber culture. We will develop the components in the convergence of the recent multimedia services, taking as an example the videogames in "mobile phones of latest generation" (3G technology) to emphasize educative warnings that they contrast with the logic of the effective curricular thought.