This thesis provides a list and classication of existing text entry methods for VR to this date and ones that could potentially be used in VR. It spans the design space for text entry in VR including non-evaluated variables. After that six QWERTY based text entry methods (Pointing, Head Gaze, Freehand, Pen Based, Touch Pad and Discrete Touch Pad) are implemented for the HTC Vive. They were presented to 14 users in a primary informal study followed by the main empirical study to explore their usability and user experience against criteria regarding text entry and VR: Words per Minute (WPM), Keystrokes per Character (KSPC), error rate, immersion, motion sickness, mental and physical demand (NASA task load index), as well as user experience. Pointing with a tracked hand held controller turned out to be the "best" method out of these regarding nearly all tested measures. Those measures where Pointing was not the "best" method showed no signicant differences between the methods. It also turned out that the method had no signicant effect on immersion or motion sickness. Based on the findings of the study open questions of the design space are answered, older design rules are updated and possible future work is proposed. This work allows developers of VR applications to choose an appropriate text entry method depending on the available hardware and kind of application. This is achieved through justied design guidelines.