## 1 Introduction  
CP is a neuromotor disorder that mainly affects movement, muscle tone, and posture development. This condition arises from an injury to the developing brain during the transition from the prenatal to the neonatal period [1, 2, 3]. CP refers to a group of permanent movement and postural disorders that result in activity limitations due to non-progressive damage to the immature brain. These motor impairments often coexist with sensory, cognitive, perceptual, communicative, behavioral, and musculoskeletal issues [3]. As [PERSON] [4] emphasizes, children with CP encounter substantial challenges in developing complex motor skills, often stemming from early deficits in muscle tone. Motor abnormalities interfere with posture and movement, resulting in balance difficulties, muscle weakness, and secondary complications such as contractures and bone deformities. These challenges significantly impair motor skill development and delay the acquisition of new abilities. Research shows that children with CP face postural control issues in both static (e.g., maintaining posture) and dynamic (e.g., transitioning between positions, navigating environments) activities [5; 6; 7]. These challenges are linked to sensory deficits, muscle weakness, and poor alignment, which impact daily functions [8; 9]. Limitations in daily activities, such as walking, stair climbing, and self-care, are particularly evident due to lower limb dysfunction [10]. These mobility issues emphasize the importance of lower limb function in daily tasks [11]. Physiotherapy aims to enhance postural control and motor performance, with many children undergoing rehabilitation to improve balance and gait [7; 9; 12; 13]. In recent years, technological advancements like VR systems have created new opportunities for rehabilitating individuals with brain injuries, including both pediatric and adult populations [14]. VR is a computational technology that provides artificial sensory feedback, simulating real-life experiences [15; 16]. It engages multiple sensory channels, such as sight, hearing, touch, and even smell, with immersion describing how present users feel within the virtual environment [17; 18]. The more immersive the VR system, the greater the potential for engaging cognitive processes involved in motor control [18; 19]. Virtual reality systems can be categorized into feedback-focused, contact-based, or gesture-based systems, each engaging users differently [18]. Feedback in VR can occur in immersive or non-immersive settings, supporting motor learning principles [20]. VR promotes motor learning through three key elements: (a) repetition, which enhances motor skills and functional abilities [21], (b) sensory feedback, providing multisensory stimulation essential for neural development and brain reorganization [21; 22; 23], and (c) motivation, as enjoyable VR activities boost engagement and encourage participation in therapy [24]. [PERSON] et al. [25] highlight that VR systems provide a novel treatment option with various functional goals for children and adolescents with CP. VR therapy is increasingly used to improve balance, walking speed, distance, and overall physical activity [26; 27]. This innovative approach enables children with CP to engage in interactive simulations, offering realistic environments and real-time feedback on posture and movement. Furthermore, children often enjoy VR therapy, which increases their motivation to participate [28]. [PERSON] et al. [29] found that combining VR with conventional therapy improved gross motor function in children with CP classified as GMFCS I-II. They emphasized that VR is a valuable supplement to conventional therapy, offering greater benefits when used together. Similarly, [PERSON] et al. [30] concluded that using the Nintendo Wii system alongside conventional physiotherapy for at least 30 min per session over three weeks effectively improves balance, motor symptoms, reduces spasticity, and enhances static balance in children with CP.