Компьютерные игры |Развлечения | Техника
По вопросам рекламы обращайтесь к @marinaRekLama Интересное со всего интернета собрано в нашем канале! Подпишись и расскажи друзьям Зарегистрирован в РКН: https://www.gosuslugi.ru/snet/679b8e0ce7235e5c9e3bc6f8
Show more📈 Analytical overview of Telegram channel Компьютерные игры |Развлечения | Техника
Channel Компьютерные игры |Развлечения | Техника (@comp_igra) in the Russian language segment is an active participant. Currently, the community unites 11 030 subscribers, ranking 8 313 in the Games category and 60 213 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 11 030 subscribers.
According to the latest data from 30 May, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -98 over the last 30 days and by 0 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 0%. Within the first 24 hours after publication, content typically collects N/A% reactions from the total number of subscribers.
- Post reach: On average, each post receives 0 views. Within the first day, a publication typically gains 0 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 0.
- Thematic interests: Content is focused on key topics such as трейлер, battlefield, nintendo, switch, геймер.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“По вопросам рекламы обращайтесь к @marinaRekLama
Интересное со всего интернета собрано в нашем канале! Подпишись и расскажи друзьям
Зарегистрирован в РКН: https://www.gosuslugi.ru/snet/679b8e0ce7235e5c9e3bc6f8”
Thanks to the high frequency of updates (latest data received on 31 May, 2026), the channel maintains relevance and a high level of publication reach. Analytics show that the audience actively interacts with content, making it an important point of influence in the Games category.
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| Date | Subscriber Growth | Mentions | Channels | |
| 29 May | 0 | |||
| 28 May | 0 | |||
| 27 May | 0 | |||
| 26 May | +1 | |||
| 25 May | 0 | |||
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| 23 May | 0 | |||
| 22 May | 0 | |||
| 21 May | 0 | |||
| 20 May | 0 | |||
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| 12 May | 0 | |||
| 11 May | 0 | |||
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| 06 May | 0 | |||
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| 03 May | 0 | |||
| 02 May | 0 | |||
| 01 May | 0 |
