Ignore this part if the only concern is gaming
Displays don't refresh at 24Hz do they? So how do they show you a 24fps (23,976fps to be precise) content? Normal standard 60Hz displays just display even frames 2 times and odd frames 2 times. (2+3)/2=2.5 and 2.5*24=60. This, however, will cause half of the film to stay more time at the display than the other half, and the effect it gives to the movement of things is called judder. We increased from 60Hz to 120Hz to eliminate this problem since at 120Hz we can simply repeat each frame 5 times and be happy.
144Hz was born from 3D. Why? Because at 120Hz to do 3D you'll end up having to do 3:2 pulldown which causes judder. At 144Hz you divide it in half for each eye, which gives you 72Hz per eyes and 72Hz is a direct multiple of 24Hz. Simply show each frame 3 times per eye.
Ok you can stop ignoring it now
Motion blur comes from another thing. Nowadays most of it comes from the sample-and-hold nature of LCD/OLED displays. But it can also be causes by slow cells (mainly a LCD problem).
Try do to a smooth movement with your eyes from the left to the right on your field of view, you can't. Your eyes can only do smooth movements when they're tracking a moving object and they're used to work this way. Your brain is conditioned to "lock" and move your eyes accordingly when you're trying to look at something that is moving.
Now imagine a display,
simplifying things you can say that each frame will stay at the screen for 1/refresh-rate seconds. Your brain will try to do a smooth movement with your eyes like it would normally do with real life moving objects but the display will only change what's on screen after a 1/refresh-rate interval. Which leads to a problem, your eyes will see the same image for more than one perspective (since it'll move smoothly) when they're expecting to be following something with this movement.
This will make your brain understand the image as blur.
So why CRTs, Plasmas, low-persistent OLEDs and BFI-capable LCDs are immune to
eye-tracking motion blur? Because they don't keep the image, they pulse it in short intervals which also resets the movement tracking on your eyes at each frame. Meaning that you'll be able to see them all clearly.
CRTs and Plasmas work like this by default, Plasmas for example can only make their pixels turn on or turn off and there's no middle value or any gradient. How do they show dark and bright scenes then? How do they control the amount of light? Simple, the display isn't exactly refreshing at 60Hz. It does this at higher values like 600Hz or 960Hz sub-field-drive which up to 10~16 pulses per normal frame. Pulsing 10~16 times at a given frame will result into "white", not pulsing will give you "black".
OLEDs can be done as low-persistent displays as well, the Oculus Rift uses a low-persistent OLED display. Which is probably just doing the same thing as BFI-Capable LCDs, inserting black frames in between real frames to reset the motion tracking in order to make the movements clearer.