<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-06-27T12:38:51Z</responseDate><request verb="GetRecord" identifier="oai:docta.ucm.es:20.500.14352/128424" metadataPrefix="mods">https://docta.ucm.es/rest/oai/request</request><GetRecord><record><header><identifier>oai:docta.ucm.es:20.500.14352/128424</identifier><datestamp>2025-12-05T01:14:43Z</datestamp><setSpec>com_20.500.14352_14</setSpec><setSpec>col_20.500.14352_15</setSpec></header><metadata><mods:mods xmlns:mods="http://www.loc.gov/mods/v3" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-1.xsd">
   <mods:name>
      <mods:namePart>Nicolás Ojeda, Miguel Ángel</mods:namePart>
   </mods:name>
   <mods:name>
      <mods:namePart>San Nicolás Romera, César</mods:namePart>
   </mods:name>
   <mods:name>
      <mods:namePart>Ros Velasco, Josefa</mods:namePart>
   </mods:name>
   <mods:extension>
      <mods:dateAvailable encoding="iso8601">2025-12-04T07:30:16Z</mods:dateAvailable>
   </mods:extension>
   <mods:extension>
      <mods:dateAccessioned encoding="iso8601">2025-12-04T07:30:16Z</mods:dateAccessioned>
   </mods:extension>
   <mods:originInfo>
      <mods:dateIssued encoding="iso8601">2019</mods:dateIssued>
   </mods:originInfo>
   <mods:identifier type="citation">Nicolás Ojeda, M.Á., San Nicolás Romera, C. y Ros Velasco, J. (2019) «In the Warcraft universe we trust: An analysis of transmedia advertising strategies in the World of Warcraft video game series («Battle Chest 3.0,» «Cataclysm,» and «Mists of Pandaria»)», International Journal of Communication, 13, pp. 1507-1525.</mods:identifier>
   <mods:identifier type="issn">1932-8036</mods:identifier>
   <mods:identifier type="uri">https://hdl.handle.net/20.500.14352/128424</mods:identifier>
   <mods:identifier type="officialurl">https://ijoc.org/index.php/ijoc/article/view/9179</mods:identifier>
   <mods:identifier type="relatedurl">https://produccioncientifica.ucm.es/documentos/61fa8b8f565bff40e6e7cb93</mods:identifier>
   <mods:abstract>This study analyzes the transmedia strategies for the top-selling titles of the medieval-inspired video game saga World of Warcraft (WoW). We use a narrative analysis method that is applied to the phenomenon of video games whose narratives are built around historical and/or fictional—inspired by historical past—storylines. The outcomes and conclusions of this contribution describe a truly complex transmedia paradigm. Concepts such as transmedia storytelling, transmedia marketing, transmedia advertising, and transmedia branding or brand story, to name a few, help us to better understand a commercial, communicative, and experiential phenomenon whose success is based on the strategic management of the stories built around the brand WoW.</mods:abstract>
   <mods:language>
      <mods:languageTerm>eng</mods:languageTerm>
   </mods:language>
   <mods:accessCondition type="useAndReproduction">http://creativecommons.org/licenses/by-nc-nd/4.0/</mods:accessCondition>
   <mods:accessCondition type="useAndReproduction">open access</mods:accessCondition>
   <mods:accessCondition type="useAndReproduction">Attribution-NonCommercial-NoDerivatives 4.0 International</mods:accessCondition>
   <mods:titleInfo>
      <mods:title>In the Warcraft universe we trust: an analysis of transmedia advertising strategies in the World of Warcraft video game series ("Battle Chest 3.0," "Cataclysm," and "Mists of Pandaria")</mods:title>
   </mods:titleInfo>
   <mods:genre>journal article</mods:genre>
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