Important attributes of sound educational media include how interesting the media is, how expensive is the media to produce, how difficult is it to maintain media currency, and how effective is the media in transferring knowledge and skills. When viewed against these criteria, commercial computer games appear to offer significant educational opportunities. Well-designed computer games are certainly interesting; they hold the attention of players for a number of reasons: the challenge, the competition, the visualizations and the engaging storylines. Games are also relatively inexpensive and their widespread availability makes them easy to purchase. Recent trends toward on-line distributed and multi-player games provide opportunities to collectively engage large numbers of players. The power of the customer-driven marketplace ensures that games are kept current and that improvements are constantly sought as businesses try to attract larger and larger market share. The question for the training and education community to resolve is whether computer games are strictly for entertainment purposes or if they have utility in enhancing learning. This study uses an abbreviated ISD approach that supports the rapid evaluation of games and establishes their potential value for training and education applications. The study focuses on critical tasks for Tank Crewmembers by evaluating 10 commercially available games for their potential to train those tasks to some level of proficiency. The objective of this paper is to establish a methodology for evaluating commercial games. The study paves the way for future research on the design of media that leverages the engaging aspects of commercial games, but is designed to support increased human performance.