In a game design context ‘itemisation’ refers to the process of realising game mechanics as in-game items. Such items might be required to be consumed by the player, or grant them various abilities. An example would be taking the concept of vehicle acceleration in a racing game, and realising it as a consumable in-game item that gives a speed boost; perhaps a turbo power-up or ‘NOS’ can. A game with high itemisation has a high number of items that can be purchased and used, making it a popular approach for monetising through the likes of loot boxes and battle passes.

Itemisation sometimes lets the player significantly customise their game characters or overall experience, either for mechanical gains, or to make purely aesthetic changes. Meanwhile, players themselves may also use the term to describe the item systems within a game.

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