Ownership of an in-game item is usually determined using a player’s accounts. This is shown in the Demo where the user has to log in on Facebook in order to use the item. Traditionally a player has very limited ownership rights over his in-game items — he is unable to trade or sell it, and access to it is determined by developer requirements such as a social network login.

The Utility of an item in our demo are the parameters it has when we log in (such as Bullet Power and Bullet Speed). These values are usually determined and balanced by the developer. Cryptoitem design will need to take into consideration how these are defined.

Lastly, the item’s Representation are the files that determine how the in-game item is shown both inside and outside of a game. We’ll find that cryptoitems, unlike traditional in-game items, will need to be represented outside of the game as well.