This article focuses on the analysis of transmedia narratives through the Netflix streaming platform. Since 2021, this company has expanded its content beyond video, incorporating video games within its monthly subscription, which have the added value of belonging to the original narratives of the content, not containing commercials or extra payments within the app. Therefore, the objective is to examine the simi- larities and differences between two series and their respective video games: Stranger Things and Narcos, along with Stranger Things 1984 and Narcos: Cartel Wars Unlimited; since both have significantly marked the deployment of narratives to other media. Using a narrative-hermeneutic approach, the categories of characters, spaces, time, narra- tive style, audience participation and narrative structure in the aforementioned content are explored. This allows to investigate the strate- gies and ways in which transmedia narratives are configured to maintain coherence and user participation.