This investigation is a pedagogical proposal to amend the reinforcement space for students with Individual Educational Needs through a strategy that includes the creation of narrative texts from the Videogame Yugi-Oh! ®. The participants were 3 boys and 3 girls from fourth grade of primary in the school Cedid Ciudad Bolivar. The categories of analysis focused on the elements of texts and the reinforcement program to prove the appropriation of the game, creating identities during the immersion in the videogame content and the expressions on issues, decisions and values of students. Over 7 workshops designed for students to create stories of adventures from the performance in their games, it was concluded that the educational reinforcement is an opportunity for teachers to transform their practices while allowing him to approach difficulties students considering them as complex people that can develop their skills together with the help of the game. The narratives of the participants are very rich in emotional expressions, conflict and problem solving, product degree of immersion in the videogame content, allowing them to generate and project their own values, interests and feelings toward their own academic lives and daily, thus improving their social, family and academic skills.