Virtual Reality has fundamentally transformed technological possibilities by offering unparalleled immersion and a heightened sense of presence for users, leading to an increase in research on the subject in recent times. Yet, a critical gap exists in understanding how various locomotion techniques impact users’ sense of embodiment within Virtual Reality, especially within the confines of a third person perspective. This thesis addresses this gap by answering the research question: ”How do different locomotion techniques influence the user experience and sense of embodiment in third-person perspective Virtual Reality?”. Through a within-subjects experiment, the study evaluates the effects of locomotion techniques on sense of embodiment, perceived usability, and Virtual Reality sickness via comprehensive questionnaires. A Virtual Reality mini-game featuring three distinct locomotion methods is developed, revealing statistically significant differences in sense of embodiment, perceived usability, and Virtual Reality sickness contingent upon locomotion technique, notably between the control condition and the experimental ones. The experiment’s findings highlight locomotion techniques’ significant impact on the Sense of Agency in thirdperson VR, with visuomotor synchrony correlating with higher Sense of Embodiment. Despite preferences for more engaging techniques, a stationary body with a moving view-port induces the least VR sickness, contradicting established research. This research contributes to a deeper understanding of interaction dynamics in Virtual Reality and informs the design of more novel and user-friendly Virtual Reality experiences.