# Gamer Acquisition

Sending.Network (SDN) envisions providing stable and secure messaging across platforms. More than that, Sending.Network thrives to help with player acquisition for games. In the web2 scenario, games encourage players to share their in-game accomplishments and status on Twitter or Facebook as a means of attracting new players. The Feeds feature in Sending.Me could cover the blanks in web3 status sharing and provide a place to display this game information to an ordinary user within the player’s social relations.

<figure><img src="/files/SKwE9hzjr8TsS872bu0D" alt=""><figcaption><p>Overview</p></figcaption></figure>

The below use case describes how Sending.Network and Sending.Me help attract game users from the player’s social relations.

### **Use Case Name**

Game player acquisition.

### **Actors**

1. A Game
2. Player Alice
3. Alice’s friend within her Sending.Network social graph
4. Sending.Network protocol

### **Preconditions**

1. The game has integrated the Sending.Network protocol.

### **Basic Flow of Events**

1. The use case begins when Alice sends her in-game accomplishment to Sending.Me in the game app.
2. The game calls the messaging API of Sending.Network.
3. Sending.Me receives and decrypt the message.
4. Sending.Me places the accomplishment message in the feeds.
5. Alice’s friends in Sending.Me see her status.
6. Alice’s friends find the status interesting and try out the game.
7. The use case ends successfully.

<figure><img src="/files/q5WtFk3b4d8LjFN2xRF6" alt=""><figcaption><p>Flow Chart</p></figcaption></figure>

### **Post-conditions**

Alice’s friends see her Sending.Me feeds and try playing the game.


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