Neck pain is a major global public health concern and adds a significant financial burden to both the healthcare system as well as people suffering from it. Additionally, it presents measurement and evaluation challenges for clinicians as well as adherence challenges and treatment barriers for the patients. We have developed a virtual reality (VR)-based video game that can be used to capture outcomes that may aid in the assessment and treatment of neck pain. We investigated:(i) performance metrics of overall accuracy, accuracy based on movement difficulty, duration, and total envelope of movement;(ii) stability across sessions;(iii) accuracy across difficulty levels;(iv) association between gaming experience and performance; and (v) any adverse effects resulting from VR immersion in healthy people (N= 52). Results demonstrate poor stability across sessions, significantly higher accuracy in single-plane movements, no effect of prior gaming experience on performance, and no severe adverse effects of VR immersion. Results suggest that duration and single-plane accuracy demonstrate the potential for identifying people with neck pain or impaired mobility. Lack of association between prior gaming experiences coupled with no severe adverse symptoms suggests that VR may be a feasible tool to be used for neck rehabilitation.