The new media play an important role in shaping and reshaping social consciousness. A category of video games is increasingly classed as an exemplification of this phenomenon. In this light, following questions seem to be worth being addressed: does the theme of disability appear in video games? And if it does – is this image close or distant from „utopian” slogans of contemporary pedagogy? In this article the author presents results of qualitative content analysis of various video games in order to sketch answers to such questions.