What is image rights work in Premier League football?

By Arasi Rex · Updated 15 August 2026 · 6 min read

Image rights work is the licensing and clearance layer around a player's name, face, and likeness. In the Premier League, it matters more than most fans realise because the entire competition is built on selling attention: 20 clubs, 38 matches each, 380 matches per season. Before a single one of those matches is broadcast, previewed, clipped, or turned into a fantasy game, somebody has to decide who owns the image being used.

That separation matters. A player's wage pays for what they do on the pitch. Image rights work controls what their identity does off it. Clubs, broadcasters, sponsors, video game makers, and fantasy operators all need to know which parts of that identity are cleared for which use. The clubs that treat image rights as a separate asset rather than an add-on to a playing contract tend to get more value from them.

The mechanism

The mechanism has three layers: identification, authorisation, and payment.

Identification is the easy layer. A player has a name, a face, a squad number, maybe a goal celebration or a social media handle. Image rights work determines which of those elements count as protectable identity. Not every part of a player's appearance is automatically controlled by them; the exact boundary is set by the contract.

Authorisation is the hard layer. If a broadcaster wants to use a player's image in a match promotion, it needs permission from whoever controls that image. If a sponsor wants the player to appear in an advert, it needs a different permission, usually for a specific territory and a specific period of time. If a fantasy game wants to put the player in its database, it needs coverage for the use of the player's details and likeness, not just for the underlying statistics.

Payment is the layer that turns all of that into work. Because the Premier League's season has 380 matches, every player appears in dozens of contexts across a season: team photos, broadcast coverage, websites, social posts, matchday programmes, and video games. Each context can require a separate licence, a separate fee, or a separate exclusion.

The homegrown rule is a useful way into the mechanism. A Premier League squad list has 25 players over the age of 21, and at least 8 of them must be homegrown, meaning they were trained in England or Wales for three years before turning 21. That rule decides who can be registered. It does not decide who controls a player's image. But it changes the way clubs value players, and value is exactly what image rights work is built on.

History/evolution

The Premier League's own history shows why image rights work became a serious industry. The league was founded on 20 February 1992 as the FA Premier League, when First Division clubs broke away to negotiate their own broadcast deals. The first season, 1992/93, had 22 clubs. That was reduced to 20 in 1995/96, which is where the current 380-match season comes from.

That breakaway was about control. The clubs wanted to control their own broadcast product rather than share it inside a structure they did not own. Image rights work is the same instinct applied to the individual player. A player who controls their own image rights is doing, at personal level, what the Premier League did at competition level: taking control of the asset and licensing it on their own terms.

The evolution from 22 clubs to 20 did not just change the match count. It changed the scarcity of Premier League places. With 20 clubs and 38 matches each, every place in the league carries more commercial weight than it did in a 22-club season. More weight means more focus on the identities attached to those places. The player's face becomes a brand placed inside a larger broadcast product. That is why image rights work exists inside the league rather than somewhere outside it.

Edge cases

The edge cases in image rights work show where the system gets tested.

Relegation is one. The league structure sends the bottom three clubs to the Championship. Whether a player's image rights stay with the player or follow the club depends entirely on the contract. The Premier League's tiebreakers and promotion rules do not answer that. What the league rules do is set the context: a relegated club loses its place in the 380-match product, so the value of a player's image inside that product changes even if the licence does not.

European qualification is another. The top four go into the Champions League league phase. The fifth-placed club and the FA Cup winner go into the Europa League. The League Cup winner goes into the Conference League play-off. Each of those competitions brings new broadcast partners, new sponsors, and new territories. Image rights work has to keep up with that expansion. A player whose image was licensed only for domestic use becomes more complicated the moment the club qualifies for Europe.

Substitutions are a smaller, stranger edge case. The league allows five substitutions per match, made in a maximum of three windows plus half-time. Every substitute changes the visual story of the match: who appears in broadcast graphics, who appears on the dugout camera, who is usable in a post-match sponsor clip. Image rights work does not decide who gets substituted, but it decides which uses of a substitute's image are cleared.

Fantasy Premier League is the most visible edge case for fans. FPL scoring uses a defined system: a goal is worth 6 points for a goalkeeper or defender, 5 for a midfielder, 4 for a forward; an assist is worth 3; a clean sheet is worth 4 for a goalkeeper or defender and 1 for a midfielder. Those numbers are attached to names and faces. When you play FPL, you are interacting with the end product of image rights work. Every point is tied to a player identity that has to be cleared before it can be used.

Key takeaways

  • Image rights work is the licensing layer around a player's name, face, and likeness, separate from the playing contract.
  • The Premier League's 380-match season, created by 20 clubs playing 38 matches each, gives every player a large number of image uses across a season.
  • The homegrown rule sets a minimum of 8 homegrown players in a 25-player squad list, and that status can affect a player's commercial value.
  • FPL scoring turns player identity into points: 6 for a defender goal, 5 for a midfielder goal, 4 for a forward goal, and 3 for an assist.
  • The 1992 breakaway was a bid for broadcast control, and image rights work is the same kind of control at player level.

FAQ

What does image rights work mean?

Image rights work means clearing and licensing the use of a player's name, face, and likeness. It covers contracts, permissions, and fees for broadcast, sponsorship, video games, and fantasy games.

Who owns a footballer's image rights?

It depends on the contract between the player and the club. Premier League squad rules do not set a single answer. The 25-player squad list and the homegrown minimum affect registration, not ownership.

Do image rights affect Fantasy Premier League?

Yes. FPL is built on player assets. Its scoring system gives 6 points for a goal from a goalkeeper or defender, 5 for a midfielder, 4 for a forward, and 3 for an assist, and every one of those outcomes is tied to a player's name and image.

Why did image rights work become important in the Premier League?

Because the league was created so clubs could control their own broadcast deals, starting on 20 February 1992. The more control the league and clubs took over broadcast content, the more attention shifted to individual player identities.