As a complement of the Custom Counter, the Giver provides the user with a reward or punishment for completing successfully or failing the challenge. This interactivity provides 2 different ways of rewarding the user which are compared in the present article.
The Giver type States (success/fail button)
The Giver type States works as a success/fail button, according to the user's success or failure. The result of the gamified experience is a button whose design changes, an image for success and an image for fail. The experience of the user clicking the giver also changes in order to get a reward or punishment, usually a "Try again" button which resets the game. The State giver shouldn't be placed in Timeline before the ending of the last button registered by the Custom Counter. If done so, the final result will always be failure. Such composition doesn't affect the Giver Auto because it's being constantly updated while it lasts in Timeline.
This type of giver displays automatically the action associated to the user's success registered by the Custom Counter. The Giver Auto is not graphically represented in the PlayFilm. It neither provides an option to set an event for the failure of the challenge because the default state of the interactivity is failure, therefore gets active when success is given.