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Campo DC | Valor | Lengua/Idioma |
---|---|---|
dc.contributor.author | Nicolás Ojeda, Miguel Ángel | - |
dc.contributor.author | San Nicolás Romera, César | - |
dc.contributor.author | Ros Velasco, Josefa | - |
dc.date.accessioned | 2025-01-08T06:55:48Z | - |
dc.date.available | 2025-01-08T06:55:48Z | - |
dc.date.issued | 2019 | - |
dc.identifier.citation | International Journal of Communication , 2019, Vol. 13, pp. 1507-1525 | es |
dc.identifier.issn | Electronic: 1932-8036 | - |
dc.identifier.uri | http://hdl.handle.net/10201/147939 | - |
dc.description | © 2019 Los autores. This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/ This document is the Published version of a Published Work that appeared in final form in International Journal of Communication. | es |
dc.description.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. | es |
dc.format | application/pdf | es |
dc.format.extent | 19 | es |
dc.language | eng | es |
dc.publisher | University of Southern California | es |
dc.relation | This article is part of a larger research project entitled “Historia y Videojuegos (II): conocimiento, aprendizaje y proyección del pasado en la sociedad digital” (HAR2016-78147-P), funded by the Spanish Ministry of Economy and Competitiveness (MINECO). | es |
dc.rights | info:eu-repo/semantics/openAccess | es |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 Internacional | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.subject | Transmedia | es |
dc.subject | Video games | es |
dc.subject | Strategy | es |
dc.subject | Advertising | es |
dc.subject | History | es |
dc.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”) | es |
dc.type | info:eu-repo/semantics/article | es |
dc.relation.publisherversion | https://ijoc.org/index.php/ijoc/article/view/9179 | es |
dc.contributor.department | Departamento de Comunicación | - |
Aparece en las colecciones: | Artículos |
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Fichero | Descripción | Tamaño | Formato | |
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IJOC paper WOW.pdf | 230,46 kB | Adobe PDF | ![]() Visualizar/Abrir |
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