Cybersickness poses a crucial threat to applications in the domain of Virtual Reality. Yet, its predictors are insufficiently explored when redirection techniques are applied. Those techniques let users explore large virtual spaces by natural walking in a smaller tracked space. This is achieved by unnoticeably manipulating the user’s virtual walking trajectory. Unfortunately, this also makes the application more prone to cause Cybersickness. We conducted a user study with a semi-structured interview to get quantitative and qualitative insights into this domain. Results show that Cybersickness arises, but also eases ten minutes after the exposure. Quantitative results indicate that a tolerance towards Cybersickness might be related to self-efficacy constructs and therefore learnable or trainable, while qualitative results indicate that users’ endurance of Cybersickness is dependent on symptom factors such as intensity and duration, as well as factors of usage context and motivation. The role of Cybersickness in Virtual Reality environments is discussed in terms of the applicability of redirected walking techniques.