This article argues that gaming is an embodied phenomenon which is distributed across multiple conceptual domains. Videogames are, as Gee notes, “’action-and-goal-directed preparations for, and simulations of, embodied experience’” (23). However, gaming is more than just what happens on screen. It is a highly mediated experience (the screen sits between that player and the game) in which the player straddles two worlds. They simultaneously exist in the ‘virtual’ world as their character on the screen as well as in the ‘real’ world as they press buttons and manipulate the interface of the game. Indeed, Juul argues that playing a game is a “dual structure” in which “the actions we perform have the duality of being real events and being assigned another meaning within the fictional world” (141). Thus, when I click the mouse, I perform a real world action (moving my finger to press the button) as well as a symbolic action in-game (moving a character or selecting an item). Whereas Gee was primarily interested in what happens between the player’s head (mind) and the screen, I intend to examine embodiment across this dual structure of physical/virtual experience—that is, not just in the game but in the game play.