There are many programs that are suitable to measure the mental health state of a person. These programs are meant only for measuring, providing no means of entertainment for the user, making the program totally unusable for regular home measurements. Of course, no one would want to spend long minutes before a monotonous memory or reaction time measuring program by their free will. On the other hand, there are many computer games that provide entertainment while still making the player face similar challenges as a mental state measuring program. In theory, these games can be implemented to provide at least similar information about a persons mental health as a professional medical program would. Drastic and/or permanent changes in this information can predict mental problems that are preventable if detected on time, or the same information can be used to aid the mental improvement of children. The aim of this thesis is to do a survey to find out which games would be the most suitable to implement for mental information gathering, to implement the most promising game(s), to collect measurement data from volunteer test subjects, and finally analyze the data to find out by what method, and with how much noise mental parameters can be extracted from it.