Last June, Turbine made the decision to switch Lord of the Rings Online from a subscription-based business model to a free-to-play model supported by microtransactions. In a podcast interview with Ten Ton Hammer, Turbine executives revealed that the switch has gone well for the company, with game revenues roughly tripling. The active player base has also grown significantly in that time. Executive Producer Kate Paiz said, "This really echoes a lot of what we've seen throughout the entertainment industry in general. It's really about letting players make their choices about how they play."
destinyland writes "A Stanford professor argues that gaming worlds can keep workers engaged, and advocates elements of World of Warcraft or Second Life to hone workplace skills like teamwork, leadership, and data analysis. An IBM report also argues games like World of Warcraft teach leadership and that 'there is no reason to think the same cannot be done in corporate settings of various sizes.' The professor even suggests putting online gaming experiences into your resume. ('There's just so much that gets done [in a virtual world] that's just right on target with what happens in real business.') And Google's CEO also claims that multiplayer gaming also provides good career training, especially for technology careers. 'Everything in the future online is going to look like a multiplayer game. If I were 15 years old, that's what I would be doing right now... It teaches players to build a network, to use interactive skills and thinking.'"