Advertising is naturally a kind of interruption, and it will still cause people to lose. Unfortunately, it does. How to make good use of advertising has been mentioned by Mobvista: since we can not change the fact that advertisements are disturbing, we should minimize such interference. Then someone will ask: to disturb the low advertising or affect the user experience, and then affect the user retention, then can we be able to push the ad in the application? in the past all kinds of banner advertising era, we often receive the game play a forced advertising picture, interrupt us The game experience. Advertising seems to be a derogatory term, because no one wants to see such an advertisement. At that time, user experience was too low to cause users to stay low, which was a problem that had to be solved positively. In the light of the above statement, advertising does affect users’ retention. But with the progress of the times, this view is outdated, and we have seen changes in the way things look. A lot of data show that after adding advertisements, the users will remain unchanged. Generally speaking, advertising forms in advertising can be divided into two categories, one is a forced pop-up, and this kind of advertising does interrupt the user’s game experience and bring some negative effects; the other is an incentive type of advertisement, which allows users to replace the pay behavior by looking at the form of advertising and by setting the award of the game. Li, such as gold coins, props, resurrection opportunities and so on, encourage users to click on the trigger ads and get a reward after watching the advertisements. Reasonable setting of such advertising rules is beneficial to users’ retention. can be listed as a case interpretation, like the tour of the raging wings of the tour group. When we analyze the advertisements of tour groups, we first mention an advertising platform, Mobvista. Mobvista is a stable partner of the tour group. Its main job is to use the original video ads, encourage video advertising and other advertising forms to help the “wild wing” to carry out a promotion process. According to the actual data, the “frenzy” stands out in the competitive Taiwan area, giving a satisfactory answer to the acquisition of high quality users and the exposure of the game. It can be seen that the Mobvista added ads to the tour group did not result in a decline in user retention because of the user experience. sums up the above, and it’s not hard to find the fact that a reasonable ad is a combination of advertising and existing resources to lead the player to trigger the ad actively. So the argument that user turnover is caused by the game experience is not valid.