petapeta logo
2015 - 2018
Wearable Device, Tag game, Interaction, Hardware design, Software design, Game design, Disaster prevention
PetaPeta is a brand new tag game. Players use an insole device and a smartphone to move as far as possible within a region within a time limit.
However, if you run when you move, your footprints will be displayed on the Oni's(it's) smartphone.
While you are the Oni, you will not receive any points for moving, so the Oni will need to move on to others as quickly as possible. Oni can be transferred to other players by approaching them.
My Role
- Founder / Project Lead / Prototyping / Interaction Designer / Software Engineer / Hardware Engineer
Mainly engaged in whole game design and interaction design, and in the process, designing hardware and smartphone software. Lead concept definition, ideation as well.
Shinnosuke Komiya
Taiga Sano
Yurina Takata
Hiroki Inoue
Shogo Takada
Shiori Kimura
Kaho Iguchi
Kenya Tamura
CodeIQ Magazine
Shizuoka Newspaper
NHK(Nippon Hoso) Asaichi (TV show)
Skills / Tools I have used
Sketch / Photoshop / Illustrator / Fritzing / Arduino / Swift (iOS / MacOS) / Android Java / React.js / Node.js
Tag changes dramatically

Motivations / Problems

Traditional tag has no time limit and only the person with fast legs has an advantage, making it incomplete as a rule and not playable for both children and adults.
I also thought it would be interesting to play a large scale tag game using maps and streets of the city, so we designed the rules.

The rule of PetaPeta

petapeta rule1
The person who escapes the most distance within the limit wins.
petapeta rule2
Players use a smartphone and insole devices.
The insole devices connect to smartphone and devices have pressure sensors and accelerometer sensor to detect running.
petapeta rule3
When players run, the sensors detect running and notify player's position to it.
petapeta rule4
There are several ways to win.
petapeta rule5
As long as you are an it, you won't get any points.
petapeta rule6
When other players show on the map, it can chase them.
petapeta rule7
The bluetooth on the smartphone detect if you get close to another player.


petapeta system diagram1
Simple diagram for whole system
petapeta system diagram2
A diagram for the server-side


It is, of course, technically possible to determine whether you are running or not using only GPS,
but that makes it difficult to expand your strategy of running and tips. For this reason,
I left room for players to choose their strategies by sensing their body movements with an insole-type device.

Hardware Prototyping

petapeta device

Sensors / Components

If the device is visible from the outside, it is easy to see who is participating in the game,
which reduces the options for strategy, so we created an insole-type device.

Pressure Sensor x3

To sense the steps and if players run or not.

3 axis Accelerometer Sensor x1

To sense the steps and if players run or not.

Bluetooth module x1

To send all data to player's smartphone.


Because of the need to place the battery in a thin device and to ensure its safety, we chose to include AAA batteries.

Software Prototyping

petapeta UI

If the device is visible from the outside, it is easy to see who is participating in the game,
which reduces the options for strategy, so we created an insole-type device.

Playing demo

Social Implementation

Organizing an event

Thinking that it would be possible to create interactive educational content through play, we planned a disaster prevention event called "Asobousai" together with the government of Shimoda City, Shizuoka Prefecture.

At Asobousai, we prepared not only PetaPeta, but also a variety of contents that connect play and disaster prevention.
Asobousai poster

PetaPeta in Asobousai

Shimoda City is a famous tourist destination along the coast. As a result, the area is also associated with the risk of tsunami.
However, not only the local residents but also the tourists do not know where to evacuate to in case of a tsunami.

Tourists naturally do not come to the area for disaster prevention, so it is very difficult to provide education adapted to the local community.

Therefore, PetaPeta hid the purpose of disaster prevention and designed an experience where people can learn about disaster prevention by simply playing the game.

The location is actually a tsunami evacuation building, and after the game is over, the player can look back through the spectator screen and simulate how panicked they were and how long it would take to evacuate, resulting in a learning experience.
Spectator screen
introduction of petapetapetapeta in mashupawardpetapeta logopetapeta in AsobousaiDisaster prevention trainingWeathernews video of Asobousai

Next Step

PetaPeta not only provides an opportunity to learn about disaster prevention, but I feel that it has unlimited potential as a content to learn something through gamification. In particular, I believe that PetaPeta can be used as a tourist resource to learn about the city, as it goes well with content that uses maps.

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