Using a Chewbacca image in a game basically fails all the prongs. It's purpose is entirely commercial (you have it as part of your game for decoration,not as a news commentary or educational tutorial about how the star wars universe is being marketed, or similar). Second, the nature of the work is entirely unrelated to your product; the use is entirely gratuitous. It is not like a scenes a faire, a stock item that needs to be included, you threw it in because it added value. Third, you used the entire work, the entire poster. You didn't have the bare minimum, you took it all. And fourth, the effect of the potential market is big. Star Wars makes the bulk of its money on merchandising and branding. Most businesses pay for it. I recently read it is somewhere around 4 billion dollars annually. You did not pay. If everyone used it like that, the damages would be billions of dollars per year.
This is actually a grey area.
US TV companies are risk averse, and US media companies are agressive so they all pretend that it's black and white.
The way that companies interpret the legislation is a far cry from the spirit of the law.
If I film a documentary about a particular person in the street, and a Mercedes drives past in the background, and a poster of Chewbacca appears on a wall, it's fair for me to include that footagr in my film without paying royalties.
However, my US TV producer might decide to blur those items either out of unwarranted fear (frivolous lawsuit protection), or out of greed ("I want to get paid if we've got product placement!").
Generally, showing a real-world product being used in it's intended way is completely fine.
If you showed someone performing lewd acts with the Chewbacca poster, or being killed by the Mercedes, they might try to claim you're attacking their brand and might sue for damages.
Trademarks are a buyer protection law. If the appearance of the Mercedes could confuse a consumer into thinking that your film is Mercedes affiliated, then you're infringing their trademark. Usually this would only apply to your packaging, as that's what the consumer is viewing when making this decision -- so you wouldn't prominently include that shot on the cover.
In novels, this is a well established tradition -- brands and products are used to create familiar settings.
Likewise in documentaries or any other footage shot in public places (except when fear/greed obsessed producers unnecessarily blur things).
If you're reproducing a real world setting or real props for a game, it falls into the same area.
However, I mentioned frivolous lawsuits above. Even if someone is wrong, they can still sue you and cost you a lot of money, even if they lose -- hence the corporate practice of risk aversion extending far beyond the letter of the law. And worse case, they may win even if they're wrong, costing you a hell of a lot of money (especially if they manage to assert that your insignificant game caused significant harm to their billion dollar brand).
EA used to pay licensing fees on weapons. Then they stopped because doing so is basically legal extortion/blackmail, and they shouldn't have to. They got sued. The case dragged on and cost EA a lot of money, so they settled (aka payed a legal ransom) and went back to their old arrangement quietly.