School Game Official Channel
ΠΠ³ΡΠ° Π² ΡΡΠΈΠΌΠ΅: https://store.steampowered.com/app/3288630/Academy_Life ΠΠΎΠ»ΠΎΡΠΎΠ²Π°ΡΡ: https://t.me/boost/schoolgame_kaito Π’Π΅Ρ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° 1: @soo_lucky_man Π’Π΅Ρ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° 2: @Qwertyasd13
Show moreπ Analytical overview of Telegram channel School Game Official Channel
Channel School Game Official Channel (@schoolgame_kaito) in the Russian language segment is an active participant. Currently, the community unites 61 316 subscribers, ranking 1 255 in the Games category and 9 804 in the Russia region.
π Audience metrics and dynamics
Since its creation on Π½Π΅Π²ΡΠ΄ΠΎΠΌΠΎ, the project has demonstrated rapid growth, gathering an audience of 61 316 subscribers.
According to the latest data from 28 July, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by 243 over the last 30 days and by 129 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 38.00%. Within the first 24 hours after publication, content typically collects 10.81% reactions from the total number of subscribers.
- Post reach: On average, each post receives 23 282 views. Within the first day, a publication typically gains 6 623 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 149.
- Thematic interests: Content is focused on key topics such as Π±ΡΡΡΠΈ, ΡΠ½ΠΏΡ, ΡΠΊΠ°ΡΠΈΠ²Π°Π½ΠΈΠ΅, ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΠ΅, ΡΠ΅ΠΉΠ½ΠΆΠ»ΠΎΠ³.
π Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
βΠΠ³ΡΠ° Π² ΡΡΠΈΠΌΠ΅: https://store.steampowered.com/app/3288630/Academy_Life
ΠΠΎΠ»ΠΎΡΠΎΠ²Π°ΡΡ: https://t.me/boost/schoolgame_kaito
Π’Π΅Ρ
ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° 1: @soo_lucky_man
Π’Π΅Ρ
ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° 2: @Qwertyasd13β
Thanks to the high frequency of updates (latest data received on 29 July, 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.
