Video games are one of the most popular and influential mediums in the world. The reason for this acquisition which has also passed the film industry can be considered as the ability to interact and select while working with them. This has led many researchers to leaving beyond and develop video games not only for entertainment but also as useful means for human life. In recent decades, many researchers have tried to use various types of multimedia tools to make evolution in the traditional educational systems, such training in defense industries and treatment in medical and psychological principles but even though the results were acceptable, did not have any big changes compared to traditional methods. Therefore, due to the large number of games audiences and interactive nature of video games, its entry into the world of applied sciences can be interpreted a revolution in this field. Such digital games that are designed beyond the primary purpose of pure entertainment are called serious games. Education is one of the main objectives for creation of serious games. A criteria is necessary for assessing any educational mechanism. For this reason, we introduce two evaluation indices, “Enhanced JACC” and “WSI” in the first part of this study. By means of collected data from the users game playing, the two indices give them a score, and therefore it overcome the current disadvantages of conventional methods such as questionnaires and pre/post-test mechanisms in ignoring useful data from users game playing. Also, both the proposed indices overcomes the four fundamental drawbacks of the current behavioral data chain based index called “MSI”. Collecting the behavioral data implicitly causes that be able to use these two indicators to measure and evaluate patients with mental disorders. On the other hand, given the key role of genre in the game, to have games with greater impact on learners, finding the best game genre for various audiences is very important. So in the second part of the thesis, by means of the indices presented in the first part and for the first time by taking into account the two factors “comprehension” and “entertainment” simultaneously, we intend to introduce a framework for determining the most appropriate educational and treatment games genre in all relevant fields. The results of this study could be first steps on serious game development standardization and as a result, could save cost and time of the game development processes and increase the efficiency. Keyword: 1.Serious Games, 2.Game Analytics, 3.Data Mining, 4.Electronic Learning, 5.Measurment Indexes, 6.Games Genre