酷兔英语


They were 20-somethings emboldened by new technology. If they were shrewd, they just might get rich.


们是一群20多岁的年轻人,新技术的发展让他们浑身是胆。只要有精明的眼光,他们就有希望发财致富。



These inventors and wheedlers, dreamers and hucksters, were making the all-powerful software apps of their day: popular songs, sold then as widely distributed sheet music and phonograph records. They even had something of an addictive 'Angry Birds' app back then: Irving Berlin.


他们是一群投资者、大忽悠、梦想家和推销员,在制作那个年代的万能软件应用:流行歌曲,然后以散页乐谱和留声机唱片的形式进行大范围分销。他们当年甚至也有与"愤怒的小鸟"(Angry Birds)同样令人欲罢不能的明星产品:欧文•柏林(Irving Berlin)。



More than a century from the birth of the modern music industry -- which coalesced around a few Manhattan blocks known as Tin Pan Alley -- a new generation of entrepreneurs has become entranced by the possibilities of software apps. Consumers have downloaded 30 billion iPhone and iPad apps to date, and Apple Inc. alone has already paid out $5 billion to these developers. It's all growing very, very fast.


在距离现代音乐产业──曼哈顿几条街区周边是早期音乐产业集中地,被称为叮砰巷(Tin Pan Alley)──诞生之日已有一个多世纪的今天,软件应用开发行业的种种机遇迷住了新一代创业者。消费者迄今为止已经下载了300亿款iPhone和iPad应用程序,此外,仅苹果公司(Apple Inc.)这一家公司就已向这些程序开发者支付了50亿美元。一切都增长得非常、非常快。



Much separates the Sousa era from our Shazam moment. And yet the two somehow belong together, a prelude and coda in the clanging symphony of markets in action.


作曲家苏萨(Sousa)的年代和我们现在所处的Shazam(注:一款音乐识别软件)时代相隔很远,但这两个时代在某种程度上都属于同一部乐曲,是不断变化的市场交响乐的前奏和尾声。



As with the songsters of earliest Tin Pan Alley, the apps business now is open to virtually anyone with a good idea. Then and now, mass audiences created the hope of quick, large profits. Then and now, success was rampantly cloned. Just as today's coders build Instagram knockoffs, songwriters of the 1910s pulled all-nighters ripping off a hit number.


和早期叮砰巷的乐手一样,应用程序开发行业如今也向几乎所有拥有好点子的人敞开着怀抱。无论在当年还是现在,大批受众都创造出了迅速赚取巨额利润的希望,成功经验也都受到了疯狂复制。和今天的代码员编写Instagram应用程序一样,二十世纪头十年的歌曲写手也会熬夜炮制热门歌曲。



Above all, the early music trade evolved to respond to the problem of marketing and distribution. There was always music in American life. The blocks around West 28th Street known as Tin Pan Alley perfected the craft of getting those songs in front of America's rapidly growing population. Melodies became the original viral app -- an entreaty to buy sheet music or a recording. As the saying went, a song 'was just a clever advertisement set to music.'


最重要的一点是,早期的音乐交易经过发展演变,形成了能够有效应对市场营销和分销问题的机制。在美国人的生活中总是有音乐的身影。位于西28街周边的叮砰巷完善了歌曲促销技艺,将这些歌曲推介给美国人(当时美国人口正迅速增长)。乐曲旋律成为最初的病毒程序──它诱使人们去购买散页乐谱或唱片。正如老话所说,一首歌曲"不过是一段巧妙的配乐广告。"



Soon, the young German emigres who ran Tin Pan Alley came to realize that having a great song didn't guarantee its future. A song had to be sold, or 'made,' by a network of song-pluggers who bribed and cajoled Vaudeville acts and hotel orchestras to play their tunes. At one point, the singer Al Jolson received a racehorse for performing a promoter's latest. Success 'was the result of a process of systematic, deliberate promotion,' says David Suisman, a University of Delaware professor and author of the excellent book 'Selling Sounds,' about the early music industry.


经营叮砰巷的年轻德国移民们很快就认识到,不是说歌写得好前景就一定好。一首歌必须要通过歌曲促销员网络卖出去或"被炒红"(歌曲促销员会通过贿赂和劝诱,让综艺节目和酒店乐队演奏他们的歌曲)。歌手乔尔森(Al Jolson)曾因演唱一个促销员的新歌而获赠一匹赛马。特拉华大学(University of Delaware)教授、《销售音乐》(Selling Sounds)一书(这是一本有关早期音乐产业的好书)作者斯卫斯曼(David Suisman)说,成功"是有系统、有意识推销的结果。"



In today's market, it turns out that coding is the relatively easy part for apps-makers. Marketing and selling the app remains a crude undertaking. It's still difficult for users to discover new apps much beyond Apple's 'Top 10' lists. As in Tin Pan Alley, a mercenary world of gimmickry and 'hit-making' middlemen promise to push an app onto these charts. Song-plugging has even returned. Today it's called 'pay per install' -- in which app developers pay anywhere from a quarter to a few dollars for each app download.


在当今的市场上,编写代码其实只是应用程序制作中相对简单的一个部分。营销和销售仍然是艰巨的任务。用户依然很难在苹果的"热销产品排行榜前十位"之外去发掘新的应用程序。和叮砰巷一样,在这个唯利是图、充满噱头花招的世界,"打造热销产品"的中间人会承诺让某个应用程序进入这类榜单。歌曲促销方式卷土重来。如今这种方式被称为"按安装量付费"──应用程序开发者会为每一次下载支付一定费用,从25美分到几美元不等。



'The barriers to entry are definitely increasing,' says 37-year-old Amos Marvel, the co-founder of Los Angeles-based Hidden Variable Studios, whose well-received game 'Bag It!' is number one on Apple's free-download charts. Unlike some developers, Mr. Marvel declined to pay to have the game reviewed by certain websites. He did launch a promotion that pushed the apps to users via a service called App-O-Day, which charges a fee for each user download.


37岁的马弗尔(Amos Marvel)是总部位于洛杉矶的游戏开发公司Hidden Variable Studios的联合创始人,该公司畅销游戏"袋子大乱斗"(Bag It!)位居苹果免费下载排行榜榜首。马弗尔说,"这个行业的准入门槛显然在提高。"和部分开发者不同的是,马弗尔不愿付钱让一些网站来测评这个游戏。不过马弗尔确实也采取了促销行动,他通过一项名为App-O-Day的服务(用户每下载一次都会收取一定费用)向用户推销该应用程序。



Hidden Variable hasn't yet recovered its costs, Mr. Marvel says. He estimated it could take up to a year to earn it back. 'People don't realize how much marketing it takes to get in front of people.'


马弗尔说,Hidden Variable尚未收回成本。他估计把成本赚回来需要一年时间。他说,"人们没有意识到向用户推介产品需要付出多大的营销努力。"



People in the apps business don't like to talk about a shakeout. In conversations with eight app developers, none eagerly endorsed the idea. But it's hard not to come away feeling that just such a winnowing is near. Apple alone has 640,000 apps on its website. The lists for just the top-rated 'puzzle games' in the App store number 420. One recent developer survey found that four in five don't generate enough revenue to support a stand-alone business.


应用程序开发行业的人不喜欢讨论有关行业重组的话题。笔者与八位开发者进行了交谈,没有一个人热切赞同这个观点,但笔者离开时还是不免会感觉到这样一场淘汰赛正在逼近。仅苹果一家公司网站上就有64万种应用程序。在苹果应用商店,光是评分最高的"解谜游戏"列表里就有420种应用程序。近期一项针对开发者的调查发现,五分之四的应用程序产生的收入不足以支撑其作为独立业务存在。



Venture capitalist Matt Murphy at Kleiner Perkins Caufield & Byers runs a $200 million fund that invests in promising apps. The apps market may be evolving, but the pay-per-install middlemen look here for now. There is no way to 'efficiently spend marketing dollars in mobile,' he says.


凯鹏华盈(Kleiner Perkins Caufield & Byers)的风险资本投资人墨菲(Matt Murphy)运营着一个规模2亿美元的基金,投资前景看好的应用程序。



Typical costs now run roughly $1.50 to $1.80 per installation, a stiff sum for a free or 99-cent app. Games companies are now spending 60% to 70% of their gross income on this marketing, he says.


目前的费用一般是,每安装一次须支付约1.50美元至1.80美元,这对一个免费或售价99美分的应用程序来说是一笔高昂的费用。他说,游戏公司目前将60%至70%的毛收入用于这类营销。



For companies that can then make money on 'in-app' purchases, the rewards still entice. A single hit game, he says, can make $2 million per month.


对随后能够通过"程序内置"购买方式赚钱的公司来说,回报仍然是颇为诱人的。他说,一个畅销游戏每月可以赚200万美元。



'I don't worry about a shakeout,' he ads. 'A great product can do pretty well.'


他还说,"我不担心行业重组,出色的产品会有相当不错的表现。"



Like any marketplace, the power of scale, expertise, and efficiency will eventually exert itself. It happened in Tin Pan Alley, where by the 1910s, the industry became ruthlessly specialized, with buildings along 28th Street packed with professional songwriters, musicians, and sales jockeys. Competition had earlier reduced sheet music to a mere penny a copy. The industry had to rationalize to keep growing.


和任何市场活动一样,在音乐行业中发挥决定性作用的因素也是规模效应、专业性和效率。叮砰巷就发生了这种变化,到了二十世纪头十年,该行业变得高度专业化,28街沿街的楼房里满是专业歌曲作者、音乐家和销售员。早些时候的竞争导致散页乐谱价格跌至每份一美分。该行业不得不通过精简增效来维持增长。



Such is the proposition of games-maker Zynga Inc., which in March spent $200 million for the company that built a game called Draw Something. Putting it in front of Zynga's 292 million users instantly created value. 'Once centers of gravity form it's hard to pull users away,' says Paul Bettner, who built the 'With Friends' games franchise, which later sold to Zynga in 2010.


游戏制作商Zynga Inc.就采取了这种方案,该公司3月份斥资二亿美元收购了开发Draw Something游戏的公司。Zynga将该游戏推介给自己的2.92亿用户,并立即创造出了价值。游戏开发者贝特纳(Paul Bettner)说,"重力中心一旦形成,用户就会被牢牢地吸引住。"贝特纳开发了"With Friends"游戏系列,后来在2010年卖给了Zynga。



Tin Pan Alley songwriters soon understood the ruthlessness of their jobs inside this new cultural machine. For the vast majority, success felt like a lottery. As one publisher admitted, there just was 'not much profit in song-writing.'


叮砰巷的歌曲写手们很快就认识到,在这部新的文化机器内,他们的工作是残酷无情的。对大多数人来说,成功的希望就像彩票中奖一样渺茫。一名出版商承认,"写歌其实并没有多少利润可赚。"



TIN PAN ALLEY | 1900-1920s


叮砰巷|1900年至二十世纪二十年代



MARKETING & DISTRIBUTION: Hired 'song pluggers' to sing songs in public, while making payments to top Vaudeville performers. Eventually gave birth to the 'payola' system of radio.


市场营销和分销:聘请"歌曲促销员"在公开场合演唱歌曲,同时付钱给顶级综艺节目表演者。这种机制最终缔造了广播业的"商业贿赂"体系。



MAKING IT A HIT: Mimic a popular song, often by subtle tweaks in title or song chorus.


打造热销歌曲:模仿一首流行歌曲,通常的方法是对歌名或副歌部分进行细微改动。



HARDWARE & SOFTWARE: Victor Talking Machine Co. constantly updated its record releases, largely focusing on opera singers such as Enrico Caruso. Selling records helped sell record players.


硬件和软件:Victor Talking Machine Co.不断推出新唱片,以卡鲁索(Enrico Caruso)等歌剧歌手为主。卖唱片带动了电唱机的销售。



APPS BUSINESS | 2008-Today


应用程序开发行业|2008年至今



MARKETING & DISTRIBUTION: Hire 'pay-for-install' companies that guarantee installations of new apps. It is also possible to pre-buy a number of lowerquality downloads to push an app atop Apple's charts.


市场营销和分销:聘请能保证让用户安装新应用程序的"按安装量付费"公司。此外还有可能采取这样一种方式,即预先购买许多低质量下载,以将一个应用程序拉升到苹果热销排行榜前列。



MAKING IT A HIT: Mimic a popular game or utility app, often by subtle tweak of features or game characters.


打造热销应用程序:模仿流行游戏或工具程序,通常的方法是对功能或游戏特征进行细微改动。



HARDWARE & SOFTWARE: Apple regularly updates software offerings and iTunes music and video store. Selling media helps sells iPads and iPhones.


硬件和软件:苹果定期更新软件产品、iTune音乐和视频店铺。销售媒体有助于带动iPad和iPhone销售。



Dennis K. Berman