This study examined the effectiveness of virtual reality-based training to enhance selected basic skills short-serve accuracy, straight forehand accuracy, straight backhand accuracy, and alternating forehand-backhand of table tennis players. An experimental pre-test-post-test design with two equivalent groups was used. The sample for the application of the model consisted of 20 junior players aged between 14–16 years. The players were randomly assigned to the experimental group comprising ten players trained in the immersive virtual reality environment while the control group comprised ten players who underwent conventional training. The programmed took place over eight weeks, with three sessions a week. Following the validation and reliability assessment of the tests, the serve accuracy, forehand accuracy, backhand accuracy and continuous alternating strokes tests were performed. Using multiple analyses, the sampled data were analyzed. The analyses include means, standard deviations, t-tests, and effect sizes. Findings from the model indicated statistically significant differences pre–post in all skills for the experimental group and a significant post-test advantage for the experimental group over the control group. The experimental group improved by 35.5% for the serve, 35.2% for the forehand, 37.1% for the backhand and 32.0% for alternating strokes, with large effect sizes. This may be explained by frequent repetitions, immediate feedback, control of ball speed and direction, and the motivation of players being enhanced in the virtual environment. The overall conclusion of the study is that virtual reality, while a useful aid, is not a replacement for practicing in person. It is advised to start using it in junior table tennis programmed gradually, keeping safety and individual differences in mind.