ماركت العراق • 𝑰𝑹𝑨𝑸 𝑴𝑨𝑹𝑲𝑬𝑻
ماركت العراق • 𝑰𝑹𝑨𝑸 𝑴𝑨𝑹 #تتوفر بيع وشراء الحسابات بكافة انواعها . شحن الالعاب * ببجي لودو ، جميع الصفحات كلشي متوفر الادمن غير مضمون #يمنع_التعامل_بدون_وسيط خلي وسيط من اداره الادارة او القيادة العليا👇🏻 بوخطاب @Q0_DD دليل الثقه @MUAVIR
Show more📈 Analytical overview of Telegram channel ماركت العراق • 𝑰𝑹𝑨𝑸 𝑴𝑨𝑹𝑲𝑬𝑻
Channel ماركت العراق • 𝑰𝑹𝑨𝑸 𝑴𝑨𝑹𝑲𝑬𝑻 (@rit4storie) in the Arabic language segment is an active participant. Currently, the community unites 112 716 subscribers, ranking 572 in the Games category and 799 in the Iraq region.
📊 Audience metrics and dynamics
Since its creation on невідомо, the project has demonstrated rapid growth, gathering an audience of 112 716 subscribers.
According to the latest data from 10 June, 2026, the channel demonstrates stable activity. Although there has been a change in the number of participants by -35 228 over the last 30 days and by -950 over the last 24 hours, overall reach remains high.
- Verification status: Not verified
- Engagement rate (ER): The average audience engagement rate is 0.19%. Within the first 24 hours after publication, content typically collects 0.10% reactions from the total number of subscribers.
- Post reach: On average, each post receives 220 views. Within the first day, a publication typically gains 110 views.
- Reactions and interaction: The audience actively supports content: the average number of reactions per post is 2.
- Thematic interests: Content is focused on key topics such as شِرَاء, سِعر, ثَقه, دَلِيل, مُدِير.
📝 Description and content policy
The author describes the resource as a platform for expressing subjective opinions:
“ماركت العراق • 𝑰𝑹𝑨𝑸 𝑴𝑨𝑹
#تتوفر
بيع وشراء الحسابات بكافة انواعها .
شحن الالعاب * ببجي لودو ،
جميع الصفحات كلشي متوفر
الادمن غير مضمون
#يمنع_التعامل_بدون_وسيط
خلي وسيط من اداره
الادارة او القيادة العليا👇🏻
بوخطاب @Q0_DD
دليل الثقه @M...”
Thanks to the high frequency of updates (latest data received on 11 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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