Intellectual Property Holding Company: The Enforcement Trap
Intellectual Property August 24, 2026 5 min read

Intellectual Property Holding Company: The Enforcement Trap

By Zachary Strebeck - Video Game & Board Game Attorney

Intellectual Property Holding Company: The Enforcement Trap

A counterfeiter sets up a lookalike storefront, lifts your product images and listings, and starts selling under a domain built on your brand. That looks like an open and shut case.

You point to the copied site, file a domain complaint, and take the name back.

Except plenty of brands lose that fight. Not because the knockoff is in doubt, but because when it comes time to prove they own the trademark they are suing over, they can’t.

The rights live in one company, the lawsuit gets filed by another, and nothing on paper connects the two.

If your game studio was set up with any real planning, there is a decent chance you have the exact structure that causes this: an intellectual property holding company that owns the marks, sitting apart from the company that actually operates.

Here is how that trap springs and how to fix it before you need to enforce anything.

How you take down a bad domain in the first place

When someone registers a domain using your brand, you usually do not need a full federal lawsuit. There is a faster, cheaper path called the UDRP (Uniform Domain-Name Dispute-Resolution Policy).

You file a complaint, a panel reviews it, and if you win, the domain gets transferred to you or cancelled. It takes weeks, not years.

I walked through the whole process in a separate guide on how to get your domain name back.

To win a UDRP, you have to prove three things:

  • The domain is confusingly similar to your trademark.
  • The registrant has no legitimate interest in it.
  • They registered and used it in bad faith.

Bad faith is usually the hard part. When a site copies the real one wholesale, that element is easy.

The surprising place brands trip is the first element: the trademark they claim to own.

A person reviewing trademark and domain paperwork at a desk

The intellectual property holding company trap

Here is the structure that causes the problem.

The trademark is registered to one entity, an intellectual property holding company built to hold IP, often named something like “[Studio] IP Holdings, LLC.” The operating company, the one that actually ships and sells the games and would file any complaint, is a different entity.

Putting your IP in a holding company can be a smart move. It can wall your valuable assets off from operating liability, and investors often expect it. There is nothing wrong with the structure itself.

The problem is what has to sit between the two companies: a real, documented license.

UDRP panels and courts do not let just any affiliated company enforce a mark. You have to be either the owner or an exclusive licensee, and you have to prove it on paper.

If the operating company has no exclusive license agreement in the record, then in the eyes of the panel the entity doing the suing does not hold the rights it is suing over.

The complaint gets dismissed, no matter how obvious the knockoff is.

The usual fallback is to claim an unregistered, common law trademark based on actual use. That is a weak backstop.

It demands real evidence of brand recognition built up through use in commerce, and a thin record, such as a single product page, will not carry it.

A signed licensing agreement between two business entities

Why this matters for game companies

If you have raised money, worked with an accountant on asset protection, or set up your studio with any sophistication, there is a real chance someone recommended a holding company for intellectual property while your operating company runs the day to day.

This is the same reasoning behind choosing the right business entity for game development in the first place.

That is fine, right up until you need to enforce.

And game brands get knocked off constantly. Squatted domains, fake merch stores, counterfeit marketplace listings using your name, lookalike sites harvesting your art.

The day you move to shut one down, the first question is whether the entity filing actually owns or exclusively licenses the mark. If the answer only lives in your org chart and not in a signed agreement, you can lose a fight you should win.

Players gathered around a tabletop game

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What You Should Do

The good news is that this is entirely within your control. Paperwork is the one variable you own.

  • Put a written license between the entities. If IP sits in an intellectual property holding company and a separate operating company uses it, sign an exclusive trademark license that spells out who can enforce. Do it now, not the week you need to file.
  • Match the filer to the rights. Before any enforcement action, confirm that the entity bringing it is the recorded owner or a documented exclusive licensee. If it is not, file in the right entity’s name or fix the paperwork first.
  • Register the marks that matter. Common law rights are a weak, evidence-hungry fallback. A federal trademark registration in the correct entity is the clean way to clear that first element every time. You can confirm ownership details through the USPTO records.
  • Keep an enforcement file. Dated screenshots of infringers, plus your license and registration certificates, in one place. When you need to move fast on a UDRP, having proof ready is the difference between a transfer in weeks and a dismissal.

Getting the ownership structure right is not glamorous work, and it is easy to defer.

But the studios that lose these fights almost never lose on the merits. They lose because the entity holding the rights and the entity doing the enforcing were never connected on paper.

Connect them before an infringer forces the question.

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