Chronic low back pain (CLBP) is a leading cause of disability worldwide, with traditional graded exposure therapy (GET) often limited by high costs and patient attrition. This pilot study investigates the feasibility and acceptability of a virtual reality (VR) dodgeball game designed for CLBP rehabilitation. The game integrates graded activity, biofeedback, and gamification principles, tailored to individual patients’ range of motion using full-body tracking. Evaluations included three pain rehabilitation experts, two CLBP patients, and 16 healthy participants. Results indicated high feasibility in clinical settings (System Usability Scale [SUS] score: experts = 80.83, healthy participants = 81.72), with patients reporting high acceptability (e.g., 'fun','engaging') and increased movement without exacerbating pain. While preliminary findings are promising, further research with larger cohorts is needed to validate efficacy.Chronic low back pain (CLBP) is a leading cause of disability worldwide, with traditional graded exposure therapy (GET) often limited by high costs and patient attrition. This pilot study investigates the feasibility and acceptability of a virtual reality (VR) dodgeball game designed for CLBP rehabilitation. The game integrates graded activity, biofeedback, and gamification principles, tailored to individual patients’ range of motion using full-body tracking. Evaluations included three pain rehabilitation experts, two CLBP patients, and 16 healthy participants. Results indicated high feasibility in clinical settings (System Usability Scale [SUS] score: experts = 80.83, healthy participants = 81.72), with patients reporting high acceptability (e.g., 'fun','engaging') and increased movement without exacerbating pain. While preliminary findings are promising, further research with larger cohorts is needed to validate efficacy.