Антон Логвинов. Мем. Ванга. Легенда. Игры и кино.
По вопросам рекламы: @alogvinovADV . Казики, впны и прочие криптоуспешные - сразу мимо. Мне в целом интересно, что думаешь, но нет. Свобода слова заканчивается у тебя на кухне. Телега для взрослых и умных, то есть очень не для всех.
Show more📈 Analytical overview of Telegram channel Антон Логвинов. Мем. Ванга. Легенда. Игры и кино.
Channel Антон Логвинов. Мем. Ванга. Легенда. Игры и кино. (@alogvinovofficial) in the Russian language segment is an active participant. Currently, the community unites 17 675 subscribers, ranking 5 116 in the Games category and 37 317 in the Russia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 17 675 subscribers.
According to the latest data from 09 September, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by 769 over the last 30 days and by 9 over the last 24 hours, overall reach remains high.
- Verification status: Verified (Officially confirmed by Telegram)
- Engagement rate (ER): The average audience engagement rate is 88.21%. Within the first 24 hours after publication, content typically collects 72.00% reactions from the total number of subscribers.
- Post reach: On average, each post receives 15 590 views. Within the first day, a publication typically gains 12 724 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 260.
- Thematic interests: Content is focused on key topics such as му*ак, crimsondesert, трейлер, dlss5, инди.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“По вопросам рекламы: @alogvinovADV . Казики, впны и прочие криптоуспешные - сразу мимо.
Мне в целом интересно, что думаешь, но нет. Свобода слова заканчивается у тебя на кухне. Телега для взрослых и умных, то есть очень не для всех.”
Thanks to the high frequency of updates (latest data received on 10 September, 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.
