Chain of Rights in Game Development: Who Ultimately Holds the Rights to the Game?
In game development, intellectual property (IP) is the most valuable asset. Every aspect of a video game – from its source code, graphics, and music to characters and story – is protected by copyright or related rights. The chain of rights provides a comprehensive description of who holds which rights to the game and its components at any given time.
A clear chain of rights is crucial for legally sound marketing and to prevent future disputes. This blog post offers a legally robust explanation of how the chain of rights in game development operates and who ultimately holds the rights to the game. We will focus on clarifying rights related to engines, assets, music, external service providers, and AI-generated content.
Furthermore, we will explore central contract types and clauses that govern rights distribution. These include work contracts, license terms, the granting of rights of use, as well as non-disclosure (NDA) and IP clauses. We then examine publisher agreements with typical clauses like right of first refusal, exclusivity, and sequel/spin-off rights. IP management for merchandise, DLCs, add-ons, sequels, and genre spin-offs will also be covered. Additionally, distribution contracts and their impact on rights exploitation are discussed.
A dedicated chapter addresses cross-media rights, focusing on legal aspects when games are based on films, or films are adapted from games. Finally, a comparison with contractual structures in the music and film industries highlights similarities and differences. The article primarily focuses on German law but also includes a legal comparison with the US system and Asian licensing models. Important legal norms and court rulings from Germany and the USA are cited to support the explanations. This professional legal analysis is intended for clients in the games, media, and music industries seeking sound advice on the rights chain in game development.
Copyright Basics in Game Development
Understanding the chain of rights in game development begins with the fundamental principles of copyright law. According to German copyright law, the author of a work is always the natural person who created it (see Section 7 UrhG). However, a video game involves numerous authors: programmers, graphic artists, game designers, composers, and more. Each of these individuals initially holds the copyright to their respective contribution.
This means that copyright arises automatically with the creation of the content and always remains with the creator. Copyright is not transferable (Section 29 (1) UrhG). Unlike property ownership, for example, copyrights cannot be "sold" in Germany. Only rights of use, which permit specific ways of using a work, can be transferred (Section 31 UrhG).
Personal Intellectual Creation and Co-Authorship
For content to be copyright protected, it must be a personal intellectual creation (Section 2 (2) UrhG). Pure game ideas or simple concepts, like a rough game design document, are not yet protected. Only the actual design (graphics, level design, code, texts, etc.) qualifies for protection. Multiple individuals often contribute to a specific design.
If they create content together in an inseparable manner, they can become co-authors (Section 8 UrhG) and are jointly entitled to the copyright. In practice, however, each contribution to games is usually considered separately. For example, a programmer writes code (software is a distinct type of work under Section 2 (1) No. 1, No. 7 UrhG), while a graphic artist paints textures (works of art under Section 2 (1) No. 4 UrhG). This results in many individual copyrights to the game's components, which must later be combined into a unified chain of rights.
Moral Rights
It is important to note that, in addition to exploitation rights, authors also possess moral rights. These include the right to acknowledgement of authorship (attribution, Section 13 UrhG) and protection against distortion of the work (Section 14 UrhG). These personal rights always remain with the author and cannot be transferred or assigned.
While this plays a lesser role in game development compared to fine art (the general public rarely knows individual level designers by name), it can become relevant for game credits or subsequent alterations to artwork. In practice, employees or service providers are often contractually obliged to refrain from being named as the author or to consent to changes where legally permissible. However, such clauses must adhere to the limits of Section 14 UrhG; an author cannot completely waive protection against distorting changes.
Rights of Use and the Principle of Assignment of Purpose
Since copyright itself remains with the creator, the granting of rights of use is typically agreed upon in contracts. A right of use allows the owner to utilize the work in a specific manner (e.g., to reproduce, distribute, make publicly accessible, see § 15 UrhG for exploitation types). Rights of use can be granted simply (non-exclusive, allowing others to use the work in addition to the author) or exclusively (only the right holder may use the work, and the author himself can no longer use it) (Section 31 (2) UrhG).
In the games sector, the goal is for one company to ultimately possess all necessary rights exclusively to exploit the game worldwide. The principle of assignment of purpose (Section 31 (5) UrhG) is central here. This principle states that, in case of doubt, an author only grants as many rights as are necessary to achieve the contract's purpose. All rights of use not expressly granted remain with the author. Doubts in cases of unclear contractual provisions favor the author.
This principle has been confirmed by the Federal Court of Justice (BGH) in its established case law. Contracts on copyright usage rights must be interpreted narrowly, as it is presumed an author does not wish to surrender their rights beyond what is necessary. In practice, this means contracts must clearly and comprehensively list the rights of use the client or publisher is to receive. Otherwise, the developer could later argue that certain exploitation types (e.g., a new platform or a spin-off) were not covered by the rights grant.
Works Involving Several and Collective Works
A video game as a whole is often a multimedia work combining various forms (software code, graphics, music, text). Under German law, this does not automatically result in a uniform copyright to the "game." Instead, each author retains rights to their own contribution. However, the concept of the combined work or collective work exists (Section 4 UrhG).
If someone combines individual works to create a new work (e.g., a level designer integrates graphics, code, and music to create a playable level), this overall work may itself be copyright protected (as a collective work or database work). This occurs without diminishing the rights to the individual works. In practice, contracts ensure that the use of all individual parts is permitted, allowing the overall product to be used and marketed without interference. Ideally, this leads to one company (e.g., the developer studio or publisher) owning all relevant rights to use the game. The establishment of this rights chain, from the individual author through any intermediate stages to the final rights holder, is carried out through various contracts, which we will now discuss in detail.
Contracts with Employees and External Service Providers (Work Contracts, NDA, IP Clauses)
A key component of the rights chain involves contracts with those who actually create the game. This includes both internal employees of a development studio and external service providers and freelancers. These agreements lay the foundation for the company's ability to later dispose of the game's exploitation rights. We first examine the situation with permanent employees, then with external service providers/freelancers (work contract partners), and finally delve into typical confidentiality and IP clauses.
Employed Developers and Employees
In Germany, the principle also applies to employees: the employee programmer or graphic designer remains the author of the works they create. Unlike in the USA, there is no general "work for hire" rule in copyright law that automatically designates the employer as the author. German copyright law only recognizes automatic rights transfers to the employer in special cases.
Computer programs are an important exception: Section 69b UrhG stipulates that the employer receives the exclusive right of use for a computer program created within an employment relationship, unless otherwise agreed. This provision significantly simplifies the chain of rights in the software sector, as the employer does not have to individually assign rights to the source code from each developer; this is done by law. Example: If a permanent employee programs the code of the game engine or gameplay modules, the studio automatically acquires the exclusive rights to use the code in accordance with Section 69b UrhG. However, Section 69b UrhG only applies to software. Other creative contributions to the game (graphics, 3D models, dialogue texts, story, sound effects, music, level design, etc.) are not strictly computer programs and therefore do not fall under this automatic regulation.
Contractual Transfer of Rights in Employment Contracts
To address this gap, employment contracts in the games industry include IP clauses. These ensure that the necessary rights of use are also transferred to the employer for all non-software works created by the employee. Typically, such clauses state that the employee "grants the employer the exclusive rights of use, unrestricted in terms of time, place, and content, to all copyrighted works created in the course of their work." Such a clause covers, for example, concept graphics drawn by the employee or written story dialogue.
It is important that the content, duration, and territory of the rights grant are comprehensively described to comply with the principle of purpose transfer. In most cases, the employer seeks all conceivable exploitation rights (reproduction, distribution, public availability, editing, etc.) worldwide and for the entire term of protection (in Germany, 70 years post mortem of the author). The contract often includes a passage such as:
"The employee hereby transfers to the employer all exclusive rights of use to all work results, in particular to computer programs (§ 69b UrhG), graphics, texts, audiovisual sequences and other created works. The rights are transferred for all known and unknown types of use, unrestricted in terms of time, space and content. The employer is entitled to edit the works, redesign them, assign titles and combine the works with others. The employee waives the right to be named as the author. In addition, the employee shall consent to a separate written transfer of rights upon request, insofar as this is required for legal validity under foreign law."
Such a clause effectively makes the employer the economic rights holder of all content created by the employee. However, it should be noted that a complete "purchase of rights" as in the Anglo-American area (Work Made for Hire) is formally a granting of rights of use under German law. The copyright itself remains, at least in theory, with the employee. In practice, however, the employee no longer has any exploitation rights and therefore no control over the use of their work.
Moral Rights in the Employment Relationship
The moral rights of employees are a complex point, as they cannot simply be contractually "switched off." However, an employer desires the freedom to edit works without the author asserting Section 14 UrhG (prohibition of distortion). In practice, agreements are often made that the employee waives the exercise of their moral rights to the extent permitted by law.
For example, employees may agree that the company can make changes to their graphics or texts (e.g., to translate them or adapt them to technical requirements). Attribution is also frequently waived by contract, as games are usually published under the studio or publisher's name, not with each individual contributor's name. Such waiver clauses are effective as long as the core moral rights of the author are not undermined. Case law, for instance, allows an author to waive the right to be named if it serves their interest to remain anonymous. They may also pre-approve changes, provided there is no risk of distortion. Such clauses are common in the games industry to give the employer maximum flexibility.
International Aspect – Employees in Other Countries
Many studios operate globally with team members in different countries. It is crucial to note that copyright rules in employment relationships vary by country. In the USA, the concept of "work made for hire" applies: if an employee creates a work within their employment, the employer is considered the rightful author from the outset under US copyright law (17 U.S.C. § 201(b)). The employee then holds no copyright. A work-for-hire can also exist in the USA for freelancers if a written contract expressly states this and the work falls into one of the permissible categories (e.g., "part of a collective work," which can classify a game as a collective work). This system means US games companies are generally considered full authors and rights holders of developed games. Ownership of software can be quite different depending on jurisdiction.
A similar principle exists in Japan, subject to conditions: The work must have been created in the course of business duties and published under the company's name, with no agreement to the contrary (Art. 15 Japanese Copyright Act). Copyright then transfers to the employer. However, computer programs are excluded in Japan, requiring contractual regulation. In China, the legal situation is also interesting: Chinese copyright law generally assigns copyright to the creator, even an employee, unless the work was created in fulfillment of official duties and it was contractually stipulated or an internal regulation states that the employer is entitled to the rights. Many foreign companies therefore explicitly agree to transfer rights to the company in Chinese employment contracts.
Summary of Employee Rights
For a German studio, it is essential to have a written agreement with each employee covering all conceivable rights of use, despite Section 69b UrhG, which only covers software. Internationally active studios must consider which law applies (contracts often stipulate German law even for employees abroad, but this applies only to a limited extent). It is important to prevent any "legal loopholes," such as an artist abroad who might still retain rights under local law. Contracts should clearly stipulate that the work's result is available to the company for comprehensive use.
External Service Providers, Freelancers, and Work Contracts
Many developers and publishers utilize external service providers. These can include a freelance concept artist, a composer, a dubbing artist, an outsourcing studio for 3D animations, or even test players and consultants. These external partners do not have an employment relationship; their collaboration is usually governed by contracts for work or service contracts. From the perspective of the rights chain, the risk here is even higher than with employees, as full copyrights remain with the external service provider without clear contractual regulations! Sections 69b UrhG or work-for-hire provisions do not automatically apply, as there is no employment relationship. Careful attention to avoiding bogus self-employment is crucial.
Contract for Work vs. Contract for Services
First, the terminology: In a contract for work (Section 631 BGB), the service provider owes a specific result, typically the delivery of an agreed work (e.g., "creation of 10 3D character models according to specification X"). In a service contract (Section 611 BGB), the service provider only owes the effort of an activity, not a guaranteed success (e.g., "Consulting as a game design expert for 3 months, through regular meetings and feedback"). In the game industry, creative services are almost always formulated as a contract for work and services because concrete results are expected. This also impacts rights: typically, a contract for work and services directly includes the agreement that rights are transferred upon delivery of the work and payment of the fee.
Rights of Use Clauses in the Contract for Work and Services
An external graphic designer who designs characters, for instance, initially holds the copyright to their drawings. Therefore, all necessary rights of use must be transferred in the contract. A typical clause might read:
"The Contractor shall transfer to the Client the exclusive right to use the works created under this contract (including all designs, graphics, models, animations, texts and other content) without restriction in terms of time, space and content. The granting of rights includes all known types of use, in particular the right to reproduce, distribute, make available to the public, exhibit, present, broadcast and the right to edit and further develop the works. The client is entitled to use the works in the context of the computer game [name/title] as well as for products based on it (e.g. sequels, extensions, merchandise) at will and also to grant or transfer rights of use to third parties. The agreed remuneration covers all rights of use."
Such a comprehensive formulation ensures that the studio or publisher can use the material supplied by the freelancer as desired, including modifications (important, for example, if the 3D model is later modified for a sequel) and follow-up products. It is also important to mention merchandising and other media, as this could otherwise be considered a different type of use. For example, an illustrator could theoretically prohibit their character designs from being printed on T-shirts if the contract only mentions "use in the game." Therefore, usage beyond the game (merchandise, trailers, spin-offs, etc.) is ideally also covered.
Work Contracts with "Delivery Step by Step"
In extensive projects, work contracts are often structured with milestones. It is customary, especially in larger contract developments, to transfer the rights step by step with the payment of each milestone. This means that once a part of the work is completed and paid for, the rights to it are transferred to the client. This prevents the client from investing money only to end up without rights if the project is cancelled.
Conversely, the service provider receives payment for each delivered part and retains a right of retention over the delivered files until payment is made. This model (step-by-step transfer) has the advantage that the client can already use partial results should the contract end prematurely. Otherwise, the client might have paid a lot, but all rights would still reside with the service provider, which would be problematic if, for example, graphics are already integrated into the game. Legally, step-by-step contracts often agree that the rights of use are automatically transferred exclusively to the client when each milestone is accepted and paid for.
Guarantee of the Rights Chain and Warranties
Particularly with external service providers, the contract must stipulate that only their own or appropriately licensed content is supplied. The developer does not want to risk a freelancer incorporating third-party material (e.g., copying a texture from the internet) to which they have no rights. For this reason, IP clauses almost always include an assurance from the service provider that the delivered works are free of third-party rights and that they have obtained all necessary rights. It is often specifically mentioned that the service provider may not, for example, use any protected brands, logos, copyrighted templates, or pieces of music belonging to third parties unless approved by the client.
If the service provider uses resources (e.g., stock assets, libraries), they must guarantee that their use in the game is covered by contract. An indemnification clause is also agreed: If a third party makes a claim for infringement, the service provider indemnifies the client against all damages and costs. Such clauses are particularly important in an international context, for example, when service providers come from countries where copyright is handled differently. The risk is contractually passed on to the service provider. For more details, see contracts with voice actors, streamers, and test players.
Special Cases: Musicians and Collecting Societies
A typical stumbling block in the rights chain involves musical compositions from external composers. Many musicians are members of collecting societies like GEMA. If a composer has a rights administration agreement with GEMA, they have already transferred almost all usage rights to their future works exclusively to GEMA. This means that even if the composer contractually grants the developer studio all rights to the game music, they cannot fulfill this promise because GEMA (on their behalf) oversees, for example, public performance rights or reproduction rights for sound carriers.
In such cases, the studio must settle music usage with GEMA, which can be expensive and complicated, especially because a game typically does not publish independent music recordings. For this reason, care is often taken to ensure that commissioned composers are not members of a collecting society. The contract with the composer then expressly states that they assure they are not a member of a collecting society (e.g., GEMA). If they are, they must inform the studio, and the contract may be terminated if necessary. German case law has developed the so-called "GEMA presumption": It is presumed, in favor of GEMA, that it manages the rights to a piece of music if the author is a GEMA member and the piece has been published. This means that, in a dispute, a game developer would have to prove the composer is not a GEMA member to avoid payment. Hence, the precautionary measure of not commissioning GEMA members in the first place, or only by special agreement. This example demonstrates the importance of an unbroken chain of rights: a carelessly engaged composer with GEMA ties could lead to the game not being allowed to be shown with music at trade fairs or streams without GEMA fees, for example. Appropriate contractual clauses and checks in advance are therefore essential.
Non-Disclosure Agreements (NDA)
Non-disclosure agreements (NDAs) are concluded with both employees and external service providers. In the games industry, potential partners often sign an NDA even before detailed discussions begin. In this agreement, they commit to keeping all confidential information about the project secret, not passing it on to third parties, or using it for their own purposes. An NDA is indirectly relevant for the rights chain; it doesn't protect copyrights but prevents ideas or unpublished assets from being leaked without authorization. For example, a developer might want to prevent a freelancer from publishing concept art for a new game on their website before the game's announcement. NDAs often also contain clauses clarifying that all documents and materials remain the client's property and must be returned or deleted at the end of the collaboration. It is also stipulated that confidentiality continues after the collaboration ends (often indefinitely, or at least until the public release of the project).
IP Clauses and Rights to Preliminary Work
In some cases, a service provider brings their own pre-existing materials into the project (e.g., a self-developed tool, their own template). Here, contractual IP clauses can regulate who owns these pre-existing materials and how they may be used. It is common for the service provider to retain rights but grant the studio a right of use if incorporated into the game. Contractors also ensure they receive reference rights; in the creative industry, a freelancer wants to show created work later in their portfolio. Many contracts explicitly grant this right, but only after the game has been released and often in a limited form (e.g., excerpts, no complete source code or entire assets in the public domain).
Interim Conclusion: External Contracts
Contracts for work and services with external parties pose a potential risk to the rights chain if not watertight. All copyright usage rights must be clearly regulated and transferred from the service provider to the client. Additionally, assurances must be obtained that no third-party rights will be infringed, and confidentiality must be ensured. If this is successful, the freelancer's contributions seamlessly integrate into the rights chain, allowing the studio or publisher to exploit the overall product without restrictions.
Special Features: AI-Generated Content
AI-generated content is a comparatively new topic in the rights chain. Artificial intelligence can now generate graphics, dialogue texts, or even music. Many developers use tools like neural networks for procedural landscapes or item descriptions. This raises the question: who holds the rights to a work generated by AI? And are there any copyright rights at all?
Copyright Status of AI-Generated Works
According to the current legal situation in Germany, purely AI-generated content is not protected by copyright. Section 2 (2) UrhG requires a personal intellectual creation, meaning a human creation. A machine or software cannot be an author. So, if a quest text is created using a text generator (without significant human editing), this text is not copyright protected. No one – neither the developer nor the AI tool provider – has copyright to it, as there is no human creator. Consequently, any third party could theoretically use, copy, or publish this text without asking the developer. The same applies to AI images from tools like Midjourney: if used 1:1 in the game, they are unprotected and can therefore be freely copied by others. For the rights chain, this means a break in the exclusivity claim: while the studio has no third-party authors to assert rights, it also lacks enforceable copyright itself. This means there is no basis to prohibit third parties from using the work. Especially if a game relies on striking AI-generated character portraits or artwork, a competitor could use these graphics without a license – a significant risk for marketing and monetization (e.g., merchandise). More information on the risks from AI asset production can be found here.
Strategies for Dealing with AI Content
Practical experience has yielded initial solutions. It is advisable to always rework AI-generated content to add a human level of creation. For example, a game artist could use AI-generated concept art as a basis, but then manually paint over it, add details, and creatively redesign the result. This introduces the human editor's own creative traits, making the end result a protectable work. The author would then be the human editor. This approach—AI as an aid, not an autonomous creator—allows for efficiency gains through AI without completely abandoning legal protection. However, it must be clear that the scope of protection only covers the human-contributed elements. The more substantial the human element, the more secure the eligibility for protection.
If AI content is used with minimal or no editing, it should be reserved for non-essential areas, such as randomly generated NPC dialogues or background graphics where exclusivity is less critical. The team should document what has been fully automatically generated and what has been human-adapted to clarify which parts are copyright protected. Legally compliant publication of AI images requires specific attention to labeling and copyright status.
Contractual and Licensing Issues with AI Tools
Another aspect involves AI generators, which are often used based on the provider's terms of use (e.g., OpenAI, Midjourney). These terms regulate who is entitled to the exploitation rights to the output. Providers often grant the user comprehensive rights to the generated output. This does not change the fact that no copyright arises, but at least contractually the developer may use the output, and third parties (the AI provider) will not make claims. However, many tools have clauses requiring, for example, that users do not make illegal prompt inputs or use output for certain purposes. Here, a new point in the chain of rights emerges: license terms of the AI provider. A violation (e.g., if someone trains the AI with stolen images) can breach the license and theoretically grant the provider the right to prohibit use. For AI textures or AI sound effects, there is also the question of whether the AI provider may continue to use the output material or store it in its data sets. This can be problematic regarding data protection or confidentiality, especially with sensitive internal content like level designs or secret character designs. This is why large studios are starting to train their own AI models on internal data to prevent any leaks.
Third-Party Copyrights in Training
An even more complex issue is whether using AI-generated content can infringe third-party copyrights. AI models are trained with vast amounts of data (images, texts, etc.), often collected from the internet. Copyright-protected works are inevitably copied and processed during this training. Depending on the jurisdiction, the training itself may be considered permissible data mining (in the EU, Section 44b of the German Copyright Act (UrhG) contains a limitation rule allowing automated analysis of lawfully accessible works under certain circumstances). However, there must be no reservation of use – many artists now include "do not train" notices in their images or use metadata/watermarks to prohibit training. If an AI model has been trained in violation of such prohibitions, the training results could be tainted. There has been a landmark ruling on AI training data by the Hamburg Regional Court.
This means for game development: if you use a third-party AI model, you cannot be sure whether it has been properly trained. If it later emerges that, for example, an AI image contains clearly recognizable elements of a protected third-party work of art (because the model has practically "reproduced" it), the author of the original could assert claims. Although the likelihood of a generic AI tool accidentally copying someone else's work is low, there have already been cases where AI images featured characteristic traits of certain artists, potentially affecting their copyrights.
The major gaming platform Steam (Valve) has reacted: Valve refuses to publish games with AI-generated content as long as the legal situation remains unresolved. In a well-known case, a developer received a rejection from Valve for his game because it contained AI-generated graphics that apparently drew on copyrighted third-party material. Valve demanded proof that the developer owned all rights to the works contained in the AI's training data set – a practically impossible request, as the developer had not trained the AI model himself. This strict stance indicates that some market players perceive the risk as high and do not wish to tolerate unauthorized AI content to avoid encouraging infringements.
Conclusion: AI in the Rights Chain System
For developers, this implies that if AI is used, it should be done with caution. Contracts with external service providers could include clauses regulating AI use. For example, a freelancer might be prohibited from using an AI tool to create commissioned work without consent. Internally, companies should determine when AI is used and how to ensure that the results are either harmless (because they are in the public domain or of low value) or can be protected by human processing. Until legislative or judicial clarification (copyright protection of AI works is debated worldwide), the following applies: it is better to use AI as a creative assistant than as the sole artist. This way, the rights chain remains under human control. When exclusive rights are required (e.g., for main characters, story illustrations), it is generally safer to refrain from using AI content and instead use AI for generic content. The future of copyright in the digital world concerning AI image generators is still evolving.
Publisher Agreements: Transfer of Rights, Exclusivity, and Typical Clauses
Once a game has been developed or is in development, a publisher typically becomes involved. Publishers handle the financing, marketing, and distribution of a game, demanding extensive rights in return. The publishing contract is therefore central to the rights chain: this is where it is decided who ultimately holds the rights to the finished game and to what extent. We will examine the typical clauses of a publisher contract from a legal perspective, especially regarding IP (intellectual property) and exploitation rights. Topics include the transfer of rights of use, exclusivity, options for sequels (right of first refusal), sequels/spin-offs, and other standard industry regulations.
A rough distinction can be made between two models: Contract development (the publisher commissions the developer to create the game via a contract for work and services, usually with the publisher retaining the IP) and the license model (the developer has a finished or highly developed game and "only" grants the publisher distribution and marketing rights, with the IP often remaining with the developer). In practice, many hybrid forms exist. It is essential that the contract clearly defines which party is or will be the owner of the rights to the game. For indie developers, navigating international publishing contracts is particularly important.
Intellectual Property of the Game: IP Clause
A core element of every publishing deal is the IP clause, which determines who owns the intellectual property rights to the game. There are two extremes and various intermediate stages:
- Publisher as IP Owner: This is frequent, especially with large publishers and financed projects. The contract might state: "The developer hereby transfers all copyrights and ancillary copyrights as well as other rights to the game and all associated materials to the publisher." In German terminology, this would strictly be a grant of exclusive, transferable rights of use for all works (graphics, code, audio, etc.), as authorship itself cannot be transferred. Additionally, it is usually stipulated that the publisher is also covered for all future developments, patches, add-ons, etc. This means the publisher is the owner of the exploitation rights and can market the game as desired. In this model, the developer acts primarily as a contractor and no longer has any exploitation rights after completion and delivery. This model corresponds to the classic "contract for work with purchase of rights." It is often structured so that rights are gradually transferred during development (as mentioned previously) to protect the publisher in the event of payments.
- Developer Remains IP Owner: Particularly for independent studios or in indie publishing contracts, the developer retains the intellectual property rights to their game. The contract might then state: "All copyrights to the game remain with the developer. However, the developer grants the publisher the following exclusive rights of use: ..." This is followed by a list of rights the publisher needs to publish the game (reproduction, distribution, advertising, etc.), often limited to specific platforms, territories, and a certain period. Here, the publisher acts more as a service provider for the developer, similar to a distribution company acting on the developer's behalf. The publisher receives an exclusive license to commercialize the game in certain markets, but ownership of the IP (especially brands and characters/story) remains with the development studio. This model is often targeted by developers who can compare multiple offers, as it gives them more long-term control. However, publisher services (marketing budget, etc.) sometimes depend on whether they acquire the IP, so developers must weigh their priorities.
- Hybrid Models: Intermediate solutions also exist. Sometimes the publisher acquires rights under a resolutive condition, e.g., "for the duration of the contract plus 5 years thereafter, after which the rights revert to the developer." Alternatively, the developer transfers the IP but receives extensive participation and influence rights (e.g., a say in sequels or film adaptations, a share in profits from all exploitations). In other cases, the developer retains certain rights, such as rights to the underlying story world, while the publisher "only" receives rights to the actual game. For example, a contract could stipulate that the developer retains the right to publish novels or comics in the game world, while the publisher has exclusive rights to the game. However, such reservations are rare and must be clearly formulated to avoid conflicts.
Scope of the Rights of Use (Scope of License)
The decisive factor is that the right of use granted to the publisher is defined in terms of content, time, and territory. As a rule, a publisher aims for the following points:
- Content: All relevant types of use. This includes, in particular:
- Reproduction (§ 16 UrhG): making copies (physical, digital), e.g., pressing DVDs, creating download files.
- Distribution (§ 17 UrhG): putting physical copies into circulation (dispatch to trade, sale).
- Making available to the public (Section 19a UrhG): making available for download or streaming (e.g., via Steam, app stores).
- Exhibition/Performance (§§ 18, 19 UrhG): showing at trade fairs, events. Less central for games, but can be relevant (e.g., setting up an arcade machine in public).
- Editing rights (Section 23 UrhG): very important, as the publisher often needs to make adaptations (localization: translation of texts, content editing for minor protection, patches/updates). Editing rights are also required for ports to other platforms or remaster versions. This is closely related to the editing contract.
- Ancillary copyrights: In addition to copyrights to graphics and code, there are ancillary copyrights, e.g., to music recordings, voice recordings (Sections 73, 77 UrhG). The contract should therefore also regulate the rights to the performances of performing artists (such as voice actors). In most cases, the developer transfers the acquired rights to the publisher or ensures that the voice actors have signed the relevant consents.
- Trademark rights: A game often has a title or characters that could be protected as trademarks. The publisher usually wants all rights to the game title and logos. Therefore, many contracts state that the developer agrees that the publisher may register and own the trademarks. Alternatively, an existing trademark of the developer may be licensed. Trademark protection for start-ups is essential from the outset.
Promotional rights should also be included: the right to use trailers, screenshots, artwork, etc., of the game for advertising. Legally, trailers are independent film works, while screenshots are reproductions of the artwork. For simplicity, contracts stipulate that the publisher is entitled to produce and distribute advertising material.
- Geographically: In which territory do the rights apply? Worldwide is common because games are distributed digitally globally. Sometimes, however, rights are divided by territory; for example, one publisher gets Europe, another USA/Asia. In this case, it must be precisely defined who operates where. Geographical restrictions can also arise for regulatory reasons (e.g., a Western publisher working with a Chinese partner for publication in China due to cultural adaptations). If a publisher only has a license for certain countries, the contract should also regulate whether the publisher must geo-block the game for other regions or if the studio delivers separate versions. Most common practice in large deals: worldwide rights to one publisher, who typically handles multi-territory marketing or uses sub-publishers.
- In terms of time: Differences exist here. Some publisher agreements grant rights for the entire duration of copyright protection (i.e., de facto until 70 years after the death of the last author, which practically means "forever" from a company perspective). Others limit the license to a specific period, e.g., 10 years from release. Limitations are particularly common in license models where the developer remains the IP owner and only permits exclusive exploitation for a limited period. After expiry, rights revert to the developer (so-called reversion of rights). Large publishers prefer perpetual rights or automatic renewals to plan long-term; they want to avoid a game disappearing or the developer taking it to a competitor after a few years. However, a time limit can be a crucial lifeline for the developer if the publisher performs poorly: if, after 5 years, sales are marginal but the publisher still holds rights, the game could "gather dust in the drawer." This can be counteracted with a contract termination clause or a term limit.
A rights reversion clause is especially important if rights have been granted very broadly. For example, worldwide rights might be granted, but the publisher fails to utilize certain territories (never releases the game in Japan, for instance). In this case, some contracts stipulate that rights for unused regions revert to the developer if the publisher does not release the game there within a certain period. Alternatively, it may be stipulated that the developer can publish there as a substitute or use a third party if the publisher takes no action.
Exclusivity and Non-Compete Clauses
Exclusivity is the norm in publisher agreements. This means the publisher has the exclusive right to distribute the game in the agreed forms; the developer may not use another publisher or distribution channel for the same game in parallel or subsequently (as long as the contract is in force). Exclusivity primarily refers to the aforementioned rights of use: if these are agreed as "exclusive," exclusivity is inherent.
However, non-compete clauses often extend beyond this. A typical example is a clause prohibiting the developer from developing or publishing competing games during the contract term (and sometimes for a certain follow-up period). The rationale: The publisher invests in marketing the game and doesn't want the developer to simultaneously release a very similar game, possibly on their own, that would compete. A draft contract might state: "The developer will not develop, distribute or support any other video game that directly competes with or cannibalizes the success of the contracted game without the publisher's prior written consent." Such clauses must be narrowly defined. What does "in competition" mean? It is often limited to the genre or the IP. For example, if the developer releases a fantasy role-playing game with the publisher, the non-compete could prohibit the developer from making another fantasy role-playing game with a similar theme for another publisher at the same time. These clauses are critical for non-compete clauses in start-up contracts.
Sometimes exclusivity goes so far that the developer is generally not allowed to publish any other games as long as they are working on the financed project, simply because their capacity should be fully dedicated. Particularly for smaller studios with limited staff, a publisher wants to ensure all resources flow into their project. This type of non-compete is almost equivalent to an exclusivity-first-look contract with the publisher and can severely restrict the studio.
Enforceability of Non-Competes
In Germany, post-contractual non-compete clauses are more difficult to enforce for self-employed persons than in Anglo-American countries. Overly extensive, indefinite prohibitions could be seen as a violation of § 138 BGB (immorality) or as a disproportionate restriction of professional freedom if no compensation is paid to the developer. Therefore, reputable contracts ensure time limits (e.g., non-compete applies until X months after the game's release) and scope limitations (only similar games, not every activity). Note: In some US jurisdictions, non-compete clauses against individuals are now restricted or prohibited by law (e.g., in California), though they are more likely to apply to companies. In practice, this point is often seen as less problematic, as developers rarely run two competing projects in parallel on their own; but it can become important if the studio wants to pursue other ideas.
Exclusivity of rights vs. involvement of third parties: Another aspect of exclusivity concerns the publisher itself. The developer wants the publisher to exclusively market its game in the genre or be fully invested. As a rule, you can hardly prohibit a publisher from also distributing competing products (a publisher often releases several similar titles). What does occur, however, are "key man" clauses or priority clauses, aimed at ensuring the developer's project is not neglected. For example, the contract could stipulate that a certain producer from the publisher remains assigned to the project, or that the marketing budget must be at least X amount – these are indirect ways of ensuring "exclusivity" of attention. In essence, however, the publisher has exclusive rights to the game, and the developer undertakes not to grant any competing rights.
Financing, Remuneration, and Exploitation of Rights
While this article primarily focuses on rights, the issue of rights is closely linked to financing and remuneration in the publisher contract. Those who pay for development typically have a stronger argument for controlling rights. Additionally, remuneration models often define the extent and duration of the publisher's rights usage.
Advance and Royalties
It is common for the publisher to pay the developer a development advance (a type of budget or milestone payment) and, in return, retain the lion's share of proceeds until the advance is recouped. After that, developers and publishers share profits according to an agreed formula (royalties). The legal effect of this financial structure is that the publisher has a strong interest in fully exploiting the game. It also means the publisher may retain the game even if the developer is dissatisfied, as long as the game generates revenue. Cases exist where a game is profitable, but the developer takes a long time to break even due to unfavorable royalty conditions, while the publisher holds all rights.
Linking Rights to Payment
It is important for developers to include clauses affecting rights in the event of payment defaults. For example: "If the publisher fails to make due payments (e.g., milestone installments or royalty payments), the developer is entitled to terminate the contract for cause and demand immediate reversion of rights." This provides protection if the publisher becomes insolvent or breaches obligations. The developer could then reclaim rights to the game and seek a new partner. Without such clauses, the developer could be left with a half-finished game and no rights if the publisher defaults.
Term of the Contract
A publishing contract often has a defined term, such as "x years from first publication" or "until the end of the protection period." If the term is limited, it should also stipulate what happens afterward: ideally, the rights should be transferred back to the developer. Sometimes publishers retain certain rights even after expiry (such as continuing to distribute the game, but no longer exclusively). In any case, the term is a tricky point: a short contract returns the IP to the developer eventually, while an open-ended contract means the publisher can benefit from the game "forever."
Right of First Refusal / Option Rights
Clauses for future projects deserve special mention. Many publishers grant themselves an option on the developer's next game, or at least on sequels. The best-known model is the Right of First Refusal (ROFR), essentially a right of first refusal: the developer must give the publisher the first opportunity to publish the next game (or a "successor" to the current game) before negotiating with others. A typical formulation would be:
"The Developer shall grant the Publisher a right of first negotiation with regard to the next video game planned by the Developer after completion of the game that is the subject of this Agreement. The Developer shall offer the concept of the next game to the Publisher in writing. The Publisher shall have 60 days from receipt of this offer to submit a contractual offer for the publication. If the publisher refuses or if the deadline expires without an offer, the developer is free to offer the game to third parties. If the publisher accepts, the parties will enter into negotiations on a new publishing contract on terms customary in the industry."
This clause secures first access for the publisher. A more stringent variant is a matching right: even if the developer receives an offer elsewhere, the publisher may match the offer and is then awarded the contract. This effectively binds the developer as long as the publisher agrees. From the developer's perspective, such clauses are risky if the relationship with the publisher is difficult; it's hard to break free because you always have to give the old partner a chance, and other potential publishers may be deterred if they know they could be outbid. Regarding financing, this topic relates to binding effects and term sheets for startup investments.
Exclusivity for Sequels and Spin-Offs
Closely related is the question of sequels and spin-offs. If a publisher controls the IP, it will naturally also want to release sequels itself (often the most economically attractive option). Strictly speaking, a publisher contract that has transferred the IP to the publisher does not need a separate sequels clause – the publisher owns the brand and can commission any developer to create a sequel without asking the original developer. However, it may be contractually agreed that the original developer has a right of first refusal to develop the sequel. This is the flip side: the developer, not the publisher, has the right of first refusal for the follow-up contract. Such agreements are rare; it is usually the developer who tries to include a chance for follow-up orders ("Publisher will give the developer appropriate consideration for sequels").
In cases where the developer remains the IP owner, it's the other way around: the publisher would at least like the option of distributing a sequel. An option clause often appears here: "In the event that the developer develops a sequel or add-on to the game, the developer will make the publisher the exclusive offer to market this product on terms no less favorable than those of this agreement." This binds the developer in that they cannot simply approach the next best provider with the success of the first game without giving the previous publisher a fair chance. For detailed contractual conditions, see contractual framework conditions for live service games.
Spin-Offs and Secondary Uses
A spin-off could mean, for example, using the game engine to build a game in a different genre (e.g., an RPG is turned into a strategy game spin-off with the same characters). If the publisher is the IP owner, this usually covers such modifications, which are strictly speaking adaptations of the original work, typically covered by the acquired rights. If the developer was the IP owner and only licensed the specific game to the publisher, the question arises: Does this include spin-offs? Only contractual clarity can help here. You either list spin-offs as part of the licensed rights (unusual, as spin-offs are hypothetical), or you leave it to the developer but give the publisher a right of first refusal.
Example to illustrate: A development studio publishes a successful platform game with publisher A. Now the studio plans to make a racing game (kart racer) with the same characters. If Publisher A owns the IP outright, the studio cannot realize this project without A; A decides whether and with whom a racing game is created. If the studio had kept the IP, it could theoretically make a racing game spin-off with publisher B, provided the contract with A does not prohibit this. However, A could feel violated if B now profits from the established characters. Publishers therefore try to cover these cases contractually. One possible clause is that for the duration of the contract and X years thereafter, no game with the same characters/world may be published without A's consent, regardless of the genre. Such restrictions protect the publisher's investment.
Example clause spin-off prohibition: "The Developer shall not, without the Publisher's consent, develop or publish, either itself or through a third party, a video game based on the same characters, storylines or game worlds as the Game that is the subject of this Agreement, unless it is an expansion that is subject to this Agreement." This wording would effectively exclude spin-offs, unless the publisher approves it (probably in return for participation or as a separate contract).
Other Important Clauses: Guarantee, Liability, Termination
In addition to IP and license clauses, publisher agreements contain other conditions that indirectly influence the rights chain:
- Guarantee of freedom from rights: Similar to contracts for work and services, the developer guarantees the publisher that the game does not infringe any third-party rights. Usually, the developer must guarantee that all contributors have valid contracts, that no third-party assets have been used without authorization, that no third-party trademarks have been infringed, etc. Should legal disputes arise (e.g., a third party claims a character was copied from their design), there is usually an indemnification clause in favor of the publisher. The developer then pays for legal defense and damages. This can be a high risk for indie developers, which is why they try to at least partially limit their liability. Some publishers initially cover defense costs as a gesture of goodwill, but ultimately the contract will attempt to place the risk on the developer. Important: This guarantee, in turn, supports the chain of rights; the publisher can only market without worries if the chain from author to publisher is clean. If the publisher discovers, for example, that the developer has used unlicensed music, it will insist on contract fulfillment (subsequent rights clearance or asset replacement) or, in an emergency, withdraw from the contract.
- Confidentiality and NDA: The publisher agreement itself usually contains a confidentiality clause. Both parties are prohibited from sharing contract contents, business secrets, technical know-how, etc., with outsiders. From the developer's perspective, it is particularly important that know-how is protected. If the developer brings their own engine or tools, it should be contractually stipulated that the publisher may not use these for other projects without authorization (unless the engine was also sold to the publisher). This is where IP management comes into play at a finer level: who owns the tools and raw data? Internal tooling often remains with the developer, while the publisher has the right to use the end product.
- Termination rights: A publisher agreement will define detailed grounds for termination. It is common for the publisher to be able to terminate without notice for certain breaches by the developer, e.g., significant delays, failure to meet milestones, developer insolvency, or quality defects. Conversely, the developer also has termination rights, usually for late payment by the publisher or if the publisher fails to meet its obligations (e.g., marketing, release within a certain period). The consequences of termination are tricky: the publisher often retains the right to continue using parts of the game already created, even if the parties separate. For example, in the case of "termination for cause by the publisher due to the fault of the developer," it may be agreed that the publisher can take all assets created so far to complete the project with another team if necessary. The publisher would then pay the developer compensation (or not, e.g., in the event of a contractual penalty). Conversely, if the publisher terminates without cause, the developer should get all rights back, ideally also keeping advances already paid as compensation: In Germany, the purchaser of a contract for work and services has a free right of termination (Section 648 BGB). The publisher could theoretically terminate the contract at any time (even without cause) and only pay the agreed remuneration minus saved expenses. This can be disadvantageous for developers, as they could be near completion when the publisher terminates. In practice, contracts try to restrict this right contractually (though this would be ineffective as general terms and conditions if it unilaterally excludes Section 648). This is often circumvented by structuring the publishing contract as a mixed contract, combining elements of service and work contracts, or by choosing foreign law to bypass Section 648 BGB. In any case, it is beneficial to clearly state what happens to rights upon termination: typically, upon justified termination by the publisher, the publisher receives (partial) rights to previous work-in-progress; upon unjustified termination by the publisher or justified termination by the developer, rights revert to the developer.
- Example clauses from publisher agreements: To illustrate, here are some example clauses as they may appear in publishing agreements (paraphrased):
- IP transfer: "The developer grants the publisher an exclusive, worldwide and perpetual right to use the game 'Project X' and all associated content. This right of use includes in particular the right to publish, reproduce, distribute, make publicly available, broadcast, perform and edit the game or integrate it into other works (e.g. collections, compilations) under its own name. The publisher is entitled to grant sublicenses to third parties or to transfer the rights in whole or in part." Comment: Very broad clause, publisher practically holds all rights.
- Name and trademark rights: "The publisher is entitled to register the title of the game as well as the names of characters, locations and other distinctive elements of the game as trademarks or signs. Any registered trademarks are the economic property of the Publisher, insofar as the Publisher is the owner according to the register situation. The developer will not use or protect any designations that are identical to the game title or could be confused with it without the publisher's consent." Comment: Here the publisher also secures trademark rights and prevents the developer from using the name otherwise.
- Sequel/ROFR clause: "Developer grants Publisher a right of first offer with respect to a potential sequel to the Game. The Developer shall notify the Publisher in writing within 12 months of the release of the Game if it plans to develop a sequel and give the Publisher the opportunity to enter into exclusive negotiations for the publishing rights to such sequel within 60 days. If no agreement is reached within a subsequent negotiation period of 120 days, the right of first offer shall lapse." Comment: Gives the publisher the first negotiating position for a sequel, but with clear deadlines so the developer is free afterwards.
- Non-competition clause: "The developer undertakes not to develop or publish any other video game that is in direct competition with the subject matter of the contract, in particular no game of the same genre with a similar theme, from the conclusion of the contract until 12 months after the first release of the game. Excluded from this are already existing obligations that the publisher has approved in writing (see appendix...). " Comment: Restricts the developer, but offers a time limit and the possibility of exceptions.
- Termination and rights case: "In the event of termination of this Agreement for any reason whatsoever, the following rules shall apply: (a) Upon regular termination of this Agreement after expiration of the agreed term, all IP rights originally contributed by Developer (to the extent this Agreement is structured as an exclusive license) shall revert to Developer. Upon request, the Publisher shall surrender to the Developer all materials required to exercise the rights. Copies already produced and in circulation may, however, be sold by the Publisher (sell-off period: 6 months). (b) In the event of justified termination without notice by the Publisher for good cause, the rights acquired up to that point shall remain with the Publisher; the Developer may not continue to use the Game or parts thereof without the Publisher's consent. (c) In the event of justified termination without notice by the Developer for good cause (e.g. due to a serious breach of duty by the Publisher or its insolvency), paragraph (a) shall apply accordingly with the proviso that the Publisher must immediately cease exploitation of the Game." Comment: This clause finely regulates who holds rights and when. The difference between termination after expiry (return to developer) and termination due to fault (depends on fault) is important.
These examples demonstrate the complexity and detail required in publisher agreements to cover all eventualities of cooperation and separation. From the rights chain perspective, the publisher aims to secure the most comprehensive and exclusive rights possible, while the developer strives not to relinquish more rights than necessary and to have safeguards in case of problems. German law (UrhG and BGB) provides the framework, always considering the principle of purpose transfer: rights are transferred only as far as necessary. Therefore, precision benefits both sides. Legal aspects of equity deals in start-ups also influence the contractual landscape.
Distribution Agreements and Their Effects on the Exploitation of Rights
Beyond the development and publishing phases, the distribution or distribution agreement level forms another part of the rights chain. Distribution contracts serve to distribute the finished game to the end customer. While a publisher often also organizes distribution, constellations exist where development, publishing, and distribution are handled by different entities. For example, a developer may self-publish (no external publisher) but work with a platform like Steam or a physical distributor. Alternatively, a publisher might use local distribution partners for specific regions. These distribution agreements influence how the rights to the game are commercially used, even if they no longer change copyright ownership (which was determined earlier). However, they are crucial for the exploitation of rights and monetization. General T&Cs, regulation, and compliance also play a role here.
Direct Digital Sales (Platforms, App Stores)
Today, most games are distributed digitally via platforms: PC games via Steam, Epic Games Store, GOG, etc.; console games via the online stores of Sony, Microsoft, Nintendo; and mobile games via Apple App Store or Google Play. In all these cases, the rights holder (developer or publisher) concludes a contract with the platform. These are usually standard distributor agreements or the platform's general terms and conditions, offering little room for negotiation.
Granting of Rights to Platforms
The game's owner grants the platform a distribution license, entitling it to offer the game to end customers. Typically, platforms retain a percentage of revenue (e.g., 30%) and pass the remaining 70% to the publisher/developer. These agreements contain clauses such as: "The publisher grants the non-exclusive right to make the game available to end users by download for a fee or free of charge and to make reproductions and promote the game for this purpose."
Here you can see: The platform does not receive exclusive rights, unless a separate exclusive deal has been agreed (e.g., PC exclusivity in the Epic Store, regulated in a separate contract). In the standard case, the publisher can also offer the game on other platforms simultaneously. The game remains in the platform's catalog until one party (often the publisher) removes it.
Contractual Conditions of the Stores
The obligations and restrictions in such platform contracts are legally relevant. For example, all major stores require the publisher/developer to guarantee that they hold all rights to the game and that no illegal content is included. Should there be any legal violations (e.g., copyright infringement or offensive material), platforms reserve the right to take the game offline (keyword: content policy). This aligns with the rights chain: if any element in the game has an unresolved rights issue (e.g., music license), the game could be removed from the store.
Stores also have review processes (console manufacturers, in particular, conduct thorough legal checks before approving a game). Aspects like youth protection, trademark rights (e.g., are all brand names in the game licensed?), personal rights (avatars, real people?), and copyright are considered. The platform wants to ensure it won't be held liable for aiding and abetting later. In the Apple/Google ecosystem, disputes occasionally arise over joint liability (e.g., apps infringing patents or copyright). Lawsuits have occurred in the USA, but platforms generally view themselves as mere intermediaries.
End User License (EULA)
In digital distribution, the end customer never becomes the owner of a copy (as was previously the case with a physical DVD) but only receives a user license. Most often, an EULA (End User License Agreement) is displayed when a game is first launched, which the player must accept. It typically states: "The player is granted the simple right to install and use the game for personal use on their devices. They may not reverse engineer it, reproduce it other than for installation, create derivative works, cheat, etc." This EULA represents the final stage of the rights chain: from the publisher (as rights holder) to the consumer (licensee). It severely restricts the user's rights to protect the intellectual property of the developer/publisher (e.g., prohibiting commercial use of game content or selling virtual items outside permitted channels).
For digital contracts, platform T&Cs may stipulate minimum content for such an EULA. In some cases, the EULA is integrated into the platform T&Cs (e.g., Steam's subscriber agreement includes acceptance of the Steam Terms of Use). In others, the publisher provides its own EULA. In any case, for end customers: They do not acquire any ownership rights to the game or digital content but only a limited right of use according to the rights holder's specifications.
Physical Distribution and Retail Contracts
In addition to digital distribution, the physical sale of games (on data carriers like Blu-ray, cartridges, etc.) remains a relevant market, especially for console games and collector's editions. This is where retail and distributor contracts come into play. The publisher often contracts with a distribution company specializing in warehousing, logistics, and delivery to retailers. This company acts either as a sales agent (sells on behalf of the publisher for a commission) or as a wholesaler (buys games from the publisher at a wholesale price and sells them independently).
From an IP perspective, the distribution agreement grants the distributor simple rights of use for reproduction (pressing of data carriers) and distribution, usually on an exclusive territorial basis. For example, a contract could stipulate that distributor X has the exclusive right to distribute the game in retail outlets in Germany, Austria, and Switzerland. In return, the distributor undertakes to provide specific services (marketing support, minimum purchase quantity, achievement of sales targets) and pays either a lump sum or ongoing fees based on sales. It is important to note that such contracts do not grant any further rights: The distributor does not receive the IP to the game, only the limited distribution right. The contract usually contains clauses that terminate all distribution rights at the end of the contract (except for the sale of remaining stock). The IP remains with the publisher.
Effects on the Exploitation of Rights
Exclusive distribution agreements can geographically divide exploitation opportunities. For example, a different publisher or distributor may handle the game in region A than in region B. This fragmentation is desirable for utilizing local expertise but requires careful coordination of the rights chain. The main rights holder (often the original publisher) must ensure all local partners are contractually bound and observe the same restrictions. For example, an EU distributor may not simply sell copies in the USA if another partner has exclusive rights there; corresponding territorial restrictions and perhaps contractual penalties enforce this. However, antitrust law also applies: absolute territorial restrictions are problematic in the EU single market; there must be some leeway for free trade (keyword: parallel imports). Contracts must therefore be designed to protect the chain of rights without violating competition law.
Additionally, distribution agreements should include minimum performance requirements, such as the distributor ensuring broad distribution within a certain period after release. Otherwise, a weak distribution partner could hinder the game's exploitation. For this reason, a right of termination or recall is often agreed upon: If the distributor fails to deliver agreed performance (e.g., doesn't achieve minimum sales or marketing commitments), the publisher can terminate the contract and reclaim distribution rights. This ensures the IP holder retains control of the exploitation chain, and the game is not blocked in the market by third parties.
Licensing to Platform Holders (Console and Co.)
A particular aspect of distribution involves contracts with platform operators such as Sony, Nintendo, or Microsoft. Some act purely as store providers for digital downloads, but with consoles, they have a dual role: they control the platform (via hardware and operating system) and often charge license fees per game. A developer or publisher must put a game through a platform licensing process (keyword "certification"). This requires a license agreement allowing the publisher to publish the game on the respective console. This includes the platform's trademark rights (logos like "Official Nintendo Seal," etc.) and technical specifications. The platform owner does not receive any content rights to the game but typically demands:
- that all rights to the game are held by the publisher (guarantee of the rights chain),
- that the publisher pays a license fee per copy sold (e.g., a platform fee),
- that distribution occurs via the platform's store, subject to known conditions (revenue split).
These contracts can also address exclusivity. For example, if Sony pays for timed exclusivity, the publisher will promise not to offer the game on other platforms for a specified period. Such deals are ultimately marketing tools but take legal form as an additional agreement (e.g., a "timed exclusive" clause). After expiry, the publisher can publish on other platforms. The ECJ takes a detailed position on games law, which impacts how these agreements are structured.
In summary, distribution agreements play a major role in the practical exercise of rights. They regulate which partner brings the game to the end customer but do not change who owns the rights; this always remains the developer/publisher in accordance with upstream contracts. Properly drafting these contracts ensures that the rights chain extends all the way to the end user: from author to developer, publisher, distributor, store, and finally the player, who receives a simple license to use the game. Any break – whether a missing right in a territory or a contractual loophole – can jeopardize monetization. Licensing of middleware and game engines also plays into this.
Cross-Media Rights: Games and Films, Series, and Other Media
Video games are part of a larger media ecosystem. Successful games are adapted into films or series, and conversely, many games are based on existing film, TV, or book brands. These cross-media exploitations require detailed license agreements to clarify who holds which rights to the respective media content. We consider two directions here:
- Game is based on external IP (e.g., film or book) – the game developer therefore uses third-party intellectual property.
- Game is adapted into a movie/series – a media company uses the game IP for a new work.
Games Based on Films, Books, or Other Brands
Many video games utilize worlds, characters, and storylines from films, TV series, comics, or literary models. Well-known examples include numerous superhero games (Batman, Spider-Man), Harry Potter games, or games based on films like Jurassic Park or Star Wars. In all these cases, the original IP (intellectual property) does not belong to the game developer but to another rights holder (film studio, author, brand). The developer or publisher must therefore acquire a license from the original IP owner to create a game based on it. This extends beyond games to turning computer games into board games.
License Agreements for Third-Party IP
At its core, such a game is a merchandising product for the original IP. The license agreement grants the game publisher certain rights of use to the IP, limited to the "video game" medium. Typical features of such contracts:
- Limited scope: The license is often product- and platform-specific. For example: "Right to develop and distribute a video game based on the movie X for PC, PlayStation, and Xbox." Other media such as board games, film adaptations, etc., are not included; the licensor retains these or grants them separately.
- Limited in time: Unlike original IPs, which a publisher exploits indefinitely, film/comic licenses are usually limited to a few years (e.g., 5 or 10 years from the game's release). After that, the right of use expires. In practice, this means the publisher may no longer produce new copies or offer the game digitally after expiry, unless the contract is extended.
- Geographically limited: In many cases, licenses are granted territorially. For example, one publisher acquires rights for Europe, another for North America, etc. For global brands, however, large studios increasingly grant global licenses to a single game publisher, who is then allowed to publish worldwide.
- Content control rights: The licensor (e.g., the film studio) will secure extensive acceptance and control rights. The contract usually states that scripts, character designs, gameplay concepts, etc., must be submitted to the licensor, who can demand changes to maintain brand consistency. This prevents the game from damaging the brand (e.g., by portraying a movie character in an atypical way).
- Remuneration: A combination of advance payment and ongoing license fee is common. For example, the publisher pays a fixed sum (minimum guarantee) and an additional royalty (often 10-15% of the game's sales) to the licensor. The licensor thus earns a share of every game sold. This means the game publisher's profit margin is lower for licensed titles than for its own IP – one reason some publishers prefer to build their own brands.
- Rights to new elements: An interesting point is who owns newly invented content. For example, if the game studio develops a new character or an expansion story within the licensed world, the contract usually stipulates that these innovations automatically accrue to the licensor (or that the licensor receives a free right to use them). Otherwise, the studio could claim copyrights to the new character, fragmenting the brand. Licensors desire a uniform IP universe and therefore secure all "additions."
- End of term and sunset clauses: At the end of the license term, the publisher must cease sales (typically after a sell-out period for physical games). Digital games are then often removed from stores. Example: When Activision's license for Marvel characters ended in 2010, the Spider-Man and X-Men games had to be removed from sale. Contracts regulate this in advance, sometimes with the option of selling remaining stock for a few more months or offering the game for free as an "end-of-life" to allow fans to keep it. In general, however, the original IP owner retains sovereignty.
From a developer's perspective, such licensed titles present a challenge: you have less creative freedom and must strictly adhere to licensing conditions. At the same time, well-known brands offer a market advantage (a known franchise attracts customers). For the rights chain, this means that the final ownership of the rights remains with the external licensor. The game publisher acquires a temporary, limited license. Ultimately, the publisher cannot freely dispose of "its" game; the licensor holds the decisive strings.
Case law: A prominent US case illustrates the importance of clear boundaries: the publisher of the novel "The Godfather" (Mario Puzo) granted film rights to Paramount Pictures in the 1970s. Decades later, Paramount licensed the production of a "The Godfather" video game to EA. Mario Puzo's heirs sued because video games were not mentioned in the original contract; they demanded a share of game revenues. The legal dispute ended in a 2012 settlement, with Paramount paying compensation to the Puzo estate. This case shows: if new types of use (in this case, computer games) were not considered, the author or original rights holder can still make claims. For this reason, license agreements now cover all conceivable media, or at least assign them individually, to avoid such conflicts.
Games as a Source for Film Adaptations and Adaptations
The flow also goes in the other direction: successful video games are adapted into films (e.g., Tomb Raider, Resident Evil, Uncharted), series (e.g., The Witcher, The Last of Us), or comics and novels. Here, the game developer or publisher is the licensor. If a Hollywood studio wants to make a movie based on a game, it needs the approval and cooperation of the game IP owner.
Option and Filming Contract
It usually starts with an option. The film studio concludes an option agreement with the game publisher, granting it the exclusive right to develop a film adaptation within a certain period (e.g., 18 months). During this time, the studio writes a screenplay, seeks directors, financing, etc. When the project becomes concrete, the studio "triggers the option" and the actual filming contract is signed. This contract regulates:
- Transfer of rights: The game publisher transfers to the film producer the right to make one or more films/series from the game. This is often referred to as audiovisual adaptation rights. Important: The publisher usually remains the owner of the underlying IP (characters, game world). The film producer receives the rights to use the work for the film. In practice, however, it is established that the film producer has exclusive control over the film produced, while the game publisher can continue to dispose of the games and possibly other media as long as they do not conflict with the film.
- Scope and subsequent rights: Film studios often grant themselves sequel and spin-off rights. This means the film contract states that the studio may also produce parts 2 and 3 of the film adaptation (usually as an option) and may even create a TV series ("spin-off") from the film universe. In return, the game publisher either receives additional payments or at least a share of the profits.
- Remuneration: The game IP owner typically receives a lump sum (license fee), often in the seven-figure range for major titles, plus possible bonus payments for high box office success. A profit share is sometimes agreed but is notorious in the film industry, as profits are rarely officially reported due to "Hollywood accounting." Game companies therefore prefer fixed payments. Additionally, it can be agreed that the game publisher receives a revenue share for merchandise related to the film if its characters are used.
- Creative control: A sensitive point is the extent to which the game developer has a say. In the past, many games were sold without any control (resulting in disappointing films like Super Mario Bros. 1993, which Nintendo regretted). Today, major publishers insist on at least consulting rights. For example, publisher representatives often act as executive producers for the film to preserve brand canon. Binding veto rights are rare, but they are at least allowed to provide feedback on the script and characterization.
- Fallback clause: If the studio does not realize the film adaptation after all (e.g., the option expires or is cancelled after filming begins), the rights revert to the publisher. The publisher can then seek another interested party. In some cases, contractual penalties are agreed for non-utilization to encourage the studio to use or release the film.
Once the film adaptation is completed, both sides hold the rights: the film producer holds the copyright to the film work, while the game publisher remains the owner of its original game IP. However, new elements are often created in a film adaptation (new characters, events). Contracts regulate who owns these. It is usually agreed that such new elements may be used jointly: The film studio can continue them in films, and the game publisher can adopt them for future games. This way, both benefit from the universe's expansion without separate chains of rights.
Cross-Promotion and Parallel Exploitation
Cross-media projects also specify how mutual promotion should occur. For example, the contract could stipulate that the publisher releases a movie-tie-in DLC in the game for the film's release, or that the game is referenced in the film. Also important: sequence and timing. Cases exist where a movie is produced based on an unreleased game; then the studio needs assurances that the game will actually be released (and the brand will become known). Conversely, the publisher wants the movie to arrive in time to boost game sales. Such dependencies make cross-media agreements complex.
Example: The Witcher is a special case: Originally a novel, CD Projekt RED licenses the game rights (but does not retain the film rights). Later, the author licenses the series rights to Netflix; the successful series is based more on the novels, but the games still benefit indirectly. If CD Projekt had acquired the film rights, they would have shared in the series. This constellation demonstrates: IP management across media boundaries requires foresight. Nowadays, many game publishers try to keep all cross-media rights to their own brands in-house – see, for example, Ubisoft, which founded its own film studio to film games like Assassin's Creed itself (thus retaining control).
To summarize, cross-media expansion requires very precise contracts. Both sides – games and film/music – must define who has sovereignty over characters, stories, and brands to avoid later disputes. If the rights chains are properly dovetailed, a brand can flourish in many media without unclear rights hindering exploitation.
Comparison of the Industries: Games, Music, and Film – Contracts and Structures at a Glance
The games, music, and film industries all rely on the exploitation of creative content. Therefore, many parallels exist in their contractual structures, but also significant differences due to the characteristics of the works and market practices. Finally, a comparison of the rights chains and contractual standards of these three industries:
Common Basic Principles
- Copyright as a Basis: In all industries, copyright initially lies with the creator (game developer, musician, screenwriter, etc.). This is converted into exploitable rights of use via contracts. The principle that moral rights (e.g., the right to be named or protection against distortion) remain with the author applies everywhere. However, practical relevance varies: in music, the composer is often named (in the booklet), in film, all involved are listed in credits, while in games, individual authors often take a back seat (credits at the end of a game are less formalized).
- Exclusive Transfer of Rights to Producers/Exploiters: Whether games publisher, film producer, or music label – all contracts result in a commercially responsible company receiving the exclusive exploitation rights to the creative end product. For games, this is the publisher (or developer if self-distributing), for films, the producer, and for music, the record company (for recordings) and music publishers/collecting societies (for compositions). Exclusivity is necessary to protect investments and ensure clear responsibilities.
- Combination of Advance and Participation: In all three sectors, exploiters often finance production with advances. Developers receive milestone payments from publishers, musicians receive an advance from labels, and directors/writers may receive an advance from film studios. In return, exploiters receive the initial revenue share until advances are recouped, after which profit shares (royalties) apply. Example: An indie studio receives a €200,000 advance; after release, the publisher receives 100% of proceeds until €200,000 is recouped, then a 70% publisher / 30% developer split, for instance. Similar for music: the label keeps revenue up to the advance amount, then percentage royalties to the artist. Film: creative talent (director, lead actors) often receive bonus payments or profit points once the budget is returned. This model shares risk and success between creative minds and investors.
- Option and Follow-Up Clauses: Clauses that bind subsequent projects are common across industries. In the book and music sectors, option obligations have long been standard (e.g., authors must offer the publisher the next work first; musicians are exclusively bound for several albums with option rights for the label). This has developed analogously in the games industry: Publishers demand options on sequels or upcoming projects. In the film industry, contracts are often concluded with actors for several sequels (to ensure continuity if a series is successful). The core is always the same: the original partner should be able to reap the rewards of future success if they wish.
- Contract Density and Standardization: Contracts are highly complex in all sectors, but in the music and film industries, unions/associations sometimes enforce standard conditions. In the USA, for example, the Writers Guild or Directors Guild regulate certain minimum shares and credit rules for filmmakers; for musicians, collecting societies like GEMA charge standardized rates. The games industry is less regulated: Developers are rarely unionized (exceptions include voice actor unions), and collecting societies do not exist for gameplay content. As a result, game contracts are often more freely negotiable but also more diverse. The principle of assignment of purpose in copyright law (which applies in Germany and the EU) affects music and film contracts equally; here too, types of use must be specifically named. However, a lot of standard legal language has developed within the industry: e.g., record contracts almost always contain similar clauses on "All Phonograph Rights," etc., and film production contracts follow patterns. In games publishing, such standards are only gradually emerging; contracts are often a mixture of software license, production contract, and distribution clauses.
Differences and Special Features
- Number of authors involved: In video games, there are potentially dozens of authors (programmers, graphic designers, musicians, storywriters). The same applies to films (screenwriter, director, cameraman, editor, composer, etc. – in Germany, they are all considered co-authors of the film). In music, there are usually two creations: the musical work (composition/lyrics) and the performance/sound recording. The chain of rights in music is divided accordingly: composers sign publishing contracts or go to GEMA, while performers/producers sign the label contract. In games, everything is bundled under the studio/publisher umbrella – the studio has to clarify all contributions internally (similar to a film production), but appears to the outside world as the uniform rights holder. Film production achieves this unity through numerous individual contracts (each creative person assigns their rights of use); game production does the same. The difference: In film, a legal presumption favors the producer (§ 89 UrhG: Contributors to a film consent to customary film use), which simplifies the rights chain. In the games sector, no such special standard exists – contracts and Section 69b UrhG (software rule for employees) are used.
- Character of the work and terms of protection: Musical pieces and films have clearly defined work characteristics with fixed terms of protection (70 years post mortem). Video games are complex: the software code is protected (70 years p.m.), individual graphics (70 years p.m.), soundtracks (70 years p.m. for composition; 70 years from publication for recordings as ancillary copyright). This means a game does not fully enter the public domain after 70 years like a film – individual parts could still be protected. In practice, however, this is rarely relevant, as games are technologically outdated before protection periods take effect. Nevertheless, the rights chain for an old film can become simpler after terms expire (e.g., for silent films whose music is in the public domain), while components of a game may still be protected years later. In the music industry, ancillary copyright aspects also exist (performers have rights to their performances for 50 or 70 years). In games, this applies to voice actors or musicians for soundtrack recording, for example – their ancillary copyrights must be granted by contract, as in the music industry.
- Roles of collecting societies: Collecting societies are central to music. A music author is almost always a member of a society such as GEMA, which administers their performance and reproduction rights worldwide. A music producer has services administered by GVL. These societies collect licenses (e.g., for radio, streaming, public performance) and pay authors/performers. This means that even if a label holds all rights to the sound carrier, a radio station, for example, must pay GEMA and GVL, not (only) the label. There are also collecting societies in the film industry (e.g., VG Wort/VG Bild-Kunst for screenwriters, cinematographers, etc., and GVL for performing actors in certain cases). Example: A director receives secondary exploitation royalties via collecting societies when their film is shown on television (so-called device and blank media levies). In the games industry, nothing comparable exists for actual game content. There is neither a collecting society for "game authors" nor for level designers. This means all remuneration is contractually regulated between parties; there is no collective exploitation. An exception occurs if the game contains music composed by GEMA members – in this case, GEMA is still payable for public reproduction (e.g., streaming). But unlike music and film, a game publisher does not typically deal with collecting societies. On the one hand, this simplifies the rights chain (no external third parties like GEMA are involved), but it carries the risk that without collective regulation, authors may receive inadequate compensation if not individually involved appropriately for all types of use.
- Contract duration and reversion of rights: In the music industry, contracts for recordings were traditionally often unlimited in time – the label usually acquires master recordings permanently (until the end of the protection period). However, the artist's exclusive rights are limited to, say, 5-7 years or X albums. In the film industry, the producer acquires full rights to the film work; however, contracts with distributors are often time-limited (e.g., 10-15 years for theatrical and home video rights, after which they can be renegotiated). In the games sector, large publishers tend to retain IP indefinitely, whereas in publishing deals without IP transfer, the license to the publisher may be time-limited (e.g., 5 years of exclusive distribution). Digital store contracts can also be terminated, meaning a game can theoretically disappear from the store when the contract ends. Overall, the rights reversion problem is more prominent in music and film: Musicians often fight to reclaim their masters after decades or to re-record them (cue Taylor Swift, who re-records her albums because the label holds the originals). Film rights are sometimes transferred back to authors after a long period (in the USA, "termination rights" exist after 35 years in certain cases). In the games sector, such reversion is rarely explicitly regulated by law; it depends on the contract. It is therefore crucial to take precautions when concluding a contract, e.g., with reversion clauses.
- Content modification rights and moral rights: In the film world in Europe, the director holds a certain reputation as the "author of the film," yet the producer has far-reaching modification rights (editing, etc.). Contracts often state that the producer has final cut, but the director may not want to be named as author if the film is changed completely against their will (this aligns with moral rights – cases exist where directors withdrew their names, famously using "Alan Smithee" pseudonyms). In music, the label can determine the final mix, but the artist has typically contractually agreed to deliver a certain artistic end result. In games, it is common for the publisher to have control over content – the developer owes a work according to specifications. Creative leads such as creative directors have internal influence, but legally the publisher can demand changes to contractual projects (e.g., remove levels, adapt features) without individual developers being able to object on copyright grounds. This is because game development is seen as a team effort, and contracts ensure the company (studio/publisher) is allowed to make changes. Overall, moral rights in the games sector are the least pronounced in practice (designers rarely invoke Section 14 UrhG). In music and film, authors sometimes intervene – e.g., composers who do not want their song used in a politically undesirable context, or authors who distance themselves from a film adaptation. In games, such conflicts have rarely become public.
Example Sentences of Typical Clauses in Comparison
To illustrate contractual parallels, here are some comparative typical clause formulations from all three sectors:
- Exclusivity clause:
- Game: "During the term of this Agreement, Developer will not develop or publish any other game that directly competes with the Game covered by this Agreement."
- Music: "The artist undertakes not to produce or exploit any musical recordings for third parties for the duration of this contract. All recordings by the artist shall be released exclusively by the label."
- Film: "The director undertakes not to take on any directing work on other theatrical films that could interfere with the proper completion of the film until post-production is completed." (Here rather project-related; for actors often: no appearances in competing films until X months after release).
- Option for follow-up works:
- Game: "The publisher has the right to publish a successor to the game under comparable conditions (sequel option)."
- Music: "The artist grants the label an option to produce a third and fourth album. The label may exercise this option in writing within 6 months of the release of the respective previous album."
- Film: "The producer is granted the exclusive right to produce a direct follow-up film (sequel) based on the film as well as prequels or spin-offs with the same main characters. In the event of a sequel, the author shall receive remuneration of € X or, if requested by the producer, the right to write the screenplay for the sequel under the terms of this agreement."
- Remuneration/participation clause:
- Game: "After full repayment of the development advance of €1 million, the developer receives 20% of the net revenue from the distribution of the game as a revenue share, payable quarterly."
- Music: "The artist receives a royalty of 15% of the net sales price collected by the label per physical sound recording unit sold and 25% of the net royalty income from digital sales and streaming, in each case after redemption of the artist's advance."
- Film: "The director receives a profit share of 5% of the net proceeds of the film, payable as soon as the production and distribution costs are fully covered (for definition of 'net proceeds' see Appendix... including an industry definition of 'non-costs')."
- Copyright transfer (employees):
- Game: "The programmer hereby assigns to the employer all exclusive rights of use to the computer programs and game graphics developed by him. This includes in particular the right to edit, reproduce, publish and market in all media." This clause defines employee participation and their rights.
- Music: "The music author undertakes to transfer exclusively to the publisher all rights of use under copyright law to which he is entitled to the musical works composed within the scope of this agreement, with the exception of indispensable statutory rights and the exercise by GEMA, which the author must join." (Here you can see: in music, composers typically go to GEMA instead of giving all rights directly to the label/publisher).
- Film: "The cameraman transfers to the producer the exclusive right to use the image recordings made by him for the film and all uses derived from it (trailer, making-of, online clips, etc.). § Section 88 UrhG remains unaffected, a separate exploitation of the image sequences is not intended."
These examples show that similar concepts exist across industries but are adapted to the medium in each case. The music industry, for example, has separate contracts for composition and recording, while game developers must cover both in one contract. Film contracts focus heavily on credits and artistic task allocation, while game contracts tend to emphasize milestone delivery and technical acceptance. The Blockchain in computer games introduces new layers of complexity.
Fazit: Who Ultimately Holds the Rights to the Game?
The initial question was: "Chain of rights in game development – who ultimately holds the rights to the game?" The answer is: it depends – and it should never be left to chance. The chain of rights in game development results from numerous contractual agreements. Ideally, these are structured so that a clearly defined rights holder possesses all necessary exploitation rights to the game and can use them freely. In practice, this can vary:
- For a commissioned work for a publisher, the publisher usually holds the rights to the game because the developer has contractually transferred all IP. The publisher is then entitled to distribute the game, create sequels, license merchandise, etc., without further consent from the original developer, who receives a one-off fee or royalties but is no longer the rights owner.
- For an independently developed game with only a publishing or distribution agreement, the developer studio often retains the rights. The publisher then "only" has an exclusive distribution license for a certain period or region. After the contract ends or is terminated, the rights revert to the studio, which can use them for further plans (new editions, other publishers, sequels).
- If a game uses third-party IP (e.g., a Star Wars game), the core IP remains with the original rights holder (in this case, Disney/Lucasfilm). Although the game's publisher holds rights to the specific game code and created assets, it can do little with this material without the franchise owner's permission. Ultimately, the IP licensor (film studio) determines what happens to the game (e.g., how long it can be sold).
- In cases where a game uses many third-party components (engine, middleware, music from third parties), there is a network of licenses rather than a single "all rights owner." The developer holds rights to the self-developed part but has acquired permanent usage rights from engine manufacturers, asset suppliers, etc. As long as all these licenses are properly granted and perpetual, the developer/publisher can exploit the game as desired. It would be problematic if, for example, a license was limited or revocable – then part of the game could no longer be used legally after expiry. For this reason, critical third-party components (such as important engines) are almost always licensed for perpetual rights of use to achieve a "legally secure" final state.
For clients in the games, media, and music industries, the rights chain is a matter for the boss. Every agreement – whether with employees, service providers, publishers, platforms, or licensors – influences who ultimately holds which piece of the rights puzzle. A game can only be fully exploited commercially if the chain is unbroken and clearly defined ownership and usage relationships exist. German copyright law provides a guideline with the purpose transfer principle: rights are only transferred as far as necessary. This applies to contracts: You must consciously and explicitly regulate what is needed. It is also advisable to consider future scenarios: new types of use (VR? cloud gaming?), new markets (Asia?), cross-media exploitation – all of this should be included in contracts where possible to avoid unpleasant surprises later on. When founding a game development studio, this due diligence is critical.
Who ultimately holds the rights to the game? As a rule, the contractual partner who financed or initiated the development, often the publisher or the studio itself. However, it is important to note that this company only truly holds "all" rights if it has involved all contributors. Any forgotten consent or negligent clause can lead to someone else claiming a slice of the pie. The best safeguard is to draft contracts with foresight:
- Developer studios should conclude watertight IP contracts with every employee and supplier (including any AI usage, to ensure clarity here).
- Publishers should define the necessary rights comprehensively and clearly in their contracts with studios, but also not demand more than necessary – this maintains trust and benefits both parties.
- In cross-media projects, the boundary between media must be clearly defined by contract so that each can operate freely in its own area.
- Finally, it is worth looking at other industries: Lessons from music and film show that creatives should ensure appropriate participation (§ 32 UrhG – fairness paragraph – applies everywhere), and that rights holders need to think long-term (building a brand instead of short-term selling can pay off – see many successful franchises).
In a short period, the games industry has adopted the contract culture developed in film and music over decades. Today, publishing and developer contracts are highly complex but also open to negotiation. Those who understand and actively shape their rights chain ultimately hold the reins. Ideally, the question "Who holds the rights to the game in the end?" is not left open but can be answered clearly: The one who has contractually acquired them with foresight – in agreement with the authors and for the benefit of all parties involved.