The document describes two scenarios where people receive invitations to play social games on their smartphones or computers. In the first scenario, a guy is asked to go to a specific real-world location and share his location to progress in the game. He then buys an object that contains keys to solve a puzzle. In the second scenario, a girl gets coupons for online games with her quick food order. She uses one of the coupons to unlock new phases in her favorite computer game.