As part of the mobile pervasive game, Professor Tanda’s ’Guess A Where’ [1] there was a need to allocate pre-authored content
for the game on a daily basis to provide an enjoyable and engaging experience. To aid this allocation of content we collected
and visualized context information about each player during the course of the game. The aim of these visualizations was to
provide a method through which an author/orchestrator could retrospectively view a player’s current total and daily context
data gathered by the game. Observations made about this data could then be used to, not only allocate appropriate content
but, to tailor the content to a specific player. This paper presents the data that was gathered and the visualizations created
to achieve this process.