Aiming to enhance the sense of presence in a digital world, immersive VR goes beyond mere visual engagement, creating an experience that blurs the boundaries between reality and simulation. In this context, the term \"immersive\" refers to VR's ability to fully envelop the user in a three-dimensional (3D) world, stimulating the senses to enable natural interaction with the virtual environment. To achieve this effect, immersive VR uses key components, including the headset, or Head-Mounted Display (HMD), which the user wears like a helmet and contains screens for each eye, producing a 3D stereoscopic effect. These headsets are often equipped with motion sensors, allowing users to look around and visually interact with the simulated environment. Another essential component is haptic feedback devices, such as gloves, vests, or controllers, which allow users to physically perceive objects within the virtual world. This type of sensory feedback adds a tactile dimension to the experience, intensifying realism and making the immersion even more engaging. Some examples of devices used in immersive VR are: Cave Automatic Virtual Environment (CAVE), Nirvana-BTS Bioengineering, Quincy, MA 02169, USA, GRAIL VR (Motekforce Link, Amsterdam, The Netherlands), and Virtual Reality Rehabilitation System (VRRS, Khymeia srl, Padua, Italy) integrated with the HMD. In contrast, non-immersive VR systems do not rely on a headset. Instead, they present virtual environments on standard screens or touch monitors, allowing users to engage using familiar devices such as mice, keyboards, controllers, or consoles. A prime example is the VRRS system, which records movements and displays them in a virtual setting on a large screen. The level of sensorimotor realism in VR systems varies along a continuum, depending on the underlying technology [23]. Advances in computing have paved the way for blending VR with the physical world, resulting in augmented reality (AR). AR systems incorporate a display, such as a head-mounted display (HMD) or monitor, a position-tracking device, and a camera to enable users to see their surroundings. This real-world view is enhanced by computer-generated objects and context-specific information, overlaying digital elements onto the natural environment precisely when and where they are needed. Unlike VR, which fully immerses the user in a virtual environment separate from the real world, AR centers the real world in the experience, enriching it with virtual elements that allow users to engage with both digital and physical objects (Figure 1). Tele-rehabilitation (TR), a subset of telemedicine, uses telecommunications to remotely deliver various rehabilitation services, including VR-based neuromotor treatments [24]. Both VR- and TR-based approaches offer several potential advantages over traditional rehabilitation methods [18; 25; 26]. For instance, VR treatments may provide greater ecological validity than traditional neurorehabilitation by simulating real-world environments within virtual settings. This resemblance may improve the transfer of skills learned in VR to real-life tasks [18; 27]. However, the evidence for skill transfer remains mixed, with some reviews highlighting the need for further research [25; 28]. Moreover, VR and TR can boost patient motivation and adherence to rehabilitation programs, which is essential for promoting long-term neural plasticity and functional recovery [29; 30]. Achieving sustained neurofunctional recovery requires extended treatment periods with frequent, intensive, and repetitive exercises that are both engaging and rewarding. Compared to conventional neurorehabilitation exercises, VR tasks offer a more enjoyable and stimulating experience, resulting in greater user engagement and increased repetition rates [25; 31]. The lengthy nature of neurorehabilitation programs can pose significant logistical challenges, such as time, travel, and the need for specialized staff during each session.