Scammers create sites that look real by stealing content from other sites. Even if you’re unable to definitively prove whether the site is real, is it one you want your game to be associated with?ģ) Check for plagiarism. Poke around the site-has content been posted recently? Do their social media links go to real, active accounts? Do all of the site pages (About, Contact, etc.) actually work? Assuming the content is in a language you understand, read some reviews. Sometimes these are hosted on free services like or wix.com, but not always. Scammers go to great lengths to create fake sites to fool us. If someone from is writing on behalf of, dig deeper.)Ģ) Visit the site. (Also, make sure the site domain really matches. If they’re genuine, they won’t mind jumping through the hoop. Does the email match the site they’re requesting the key for? If not, but everything else seems legit, ask them to write back from a email (or have an editor do so), or to tweet you from the site’s official account. When I identify one, I apply a filter to their email address so the next time they contact me, it goes straight into a “scam” folder and I don’t have to waste time on them again.ġ) Check the email domain. Here are 10 tips to help you spot scammers. And that attitude can hurt your chances of getting coverage if the next person who asks is the real deal. The bigger problem with key scammers is this: when you realize you’ve been duped, it makes you cynical and suspicious and unwilling to trust the next person who asks for a review copy. What’s the harm, then, in sending keys to anyone who asks? Worst case scenario, your game ends up being resold on a gray market site like G2A. If you hear from someone who wants to cover your game, are you really going to sabotage yourself by ignoring them? But no matter how thorough you are, it's impossible to find everyone who might be interested. You should start by identifying press and content creators who are good prospects for your game, and send keys to those people proactively. To do that, you need to send out review copies. Please don’t do that! For potential customers to find out about your game, you need to get it in front of people who can share it with audiences you can’t reach on your own. When Kotaku recently interviewed me on this topic, a few people suggested in the comments that the solution is not to answer any key requests, ever.
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