AbstractImmersive virtual reality offers a range of unique possibilities. One of these is the realistic exploration of virtual worlds using natural walking. This however becomes difficult when the size of the virtual world exceeds that of the available physical space. Redirected walking in virtual reality presents a novel solution to this problem by typically making its users think to be walking in a straight line while they are in fact walking in a curve, thus allowing them to physically walk long distances in confined physical spaces. Yet, few studies have examined the effects of redirected walking on variables such as spatial memory, navigation and user experience as compared to other immersive and non-immersive locomotion methods. In a maze task we examined 1) redirected- and 2) natural walking in immersive virtual reality conditions, and 3) artificial locomotion on a non-immersive desktop monitor. Walked path lengths became shorter and distance estimates, object location memory and user experience improved using natural walking compared to a monitor condition. However, redirected walking yielded similar performance to natural walking while requiring less physical space, opening up possibilities for more pervasive use of real locomotion in virtual environments.