In our current work we have designed and implemented an articial pet with two embodiments. In both embodiments behavior is driven by needs, that are used to maintain coher- ence and motivate user interaction. These needs are trans- fered between embodiments, with only one embodiment be- ing active at a time. We performed an evaluation with 10- year old children participants. The retrieved data indicated that many children understood the concept of an articial pet with two bodies, even without being given clues. Nev- ertheless, children did perceive dierences between the two embodiments, which contributed for many stating that they interacted with two pets. Among other aspects, the physi- cal version was perceived as less obedient due to problems concerning action recognition. Although caused by technical issues, this result raises the question if virtual embodiments should simulate action recognition problems that their phys- ical counterparts have.