Video games have grown in popularity due to their entertainment factor and, more recently, the possibility of their use in health care. Specifically, this review examines video game potential to allow the implementation of a subjacent diagnosis system, in the context of a study case: The optometric LEA vision test. A first approach exposes and discusses the context in which video games were considered relevant through the management of the engagement factor (considered as a key point in game adoption and will to participate). Since the case study focuses on the underlying capability to perform the diagnosis with a significant level of confidence in the children's visual acuity, a reflection on the necessary information support system, knowledge base and learning capacity is made. The technical aspects required for the game implementation are then exposed, followed by performance considerations (which certainly have an impact on the end-user experience, and therefore on engagement and concentration). Finally, a conclusion underlines the most relevant aspects in the context of the study case.