GAME MAKERS virtual school
اهلاً بك في قناة التلغرام الرسمية لمدرسة صُنّاع اللعبة الافتراضية…🏫 للإستفسار التواصل مع فريق الدعم: @RANIM_FUS هنا ستجد كل ماهو جديد وحصري من: 🔘تحديثات المدرسة 🔘اعلانات المنتجات والخدمات الجديدة 🔘نشاطات متنوعة
Show more📈 Analytical overview of Telegram channel GAME MAKERS virtual school
Channel GAME MAKERS virtual school (@gm_vs) in the Arabic language segment is an active participant. Currently, the community unites 20 422 subscribers, ranking 4 439 in the Games category and 3 557 in the Saudi Arabia region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 20 422 subscribers.
According to the latest data from 09 June, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -646 over the last 30 days and by -14 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 4.17%. Within the first 24 hours after publication, content typically collects 2.21% reactions from the total number of subscribers.
- Post reach: On average, each post receives 852 views. Within the first day, a publication typically gains 452 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 17.
- Thematic interests: Content is focused on key topics such as pَisَة, سُوق, شُعبَة, آن, تَدَاوُل.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“اهلاً بك في قناة التلغرام الرسمية لمدرسة صُنّاع اللعبة الافتراضية…🏫
للإستفسار التواصل مع فريق الدعم:
@RANIM_FUS
هنا ستجد كل ماهو جديد وحصري من:
🔘تحديثات المدرسة
🔘اعلانات المنتجات والخدمات الجديدة
🔘نشاطات متنوعة”
Thanks to the high frequency of updates (latest data received on 10 June, 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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