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== History == {{See also|List of Atlus games}} [[File:Atlus86.svg|thumb|Logo until 2013]] Atlus began on 7 April 1986 as a [[video game developer]] of computer games for other companies.<ref name=history>{{cite web |url=http://www.atlus.co.jp/about/kaisha_enkaku.html |title=::: アトラス ::: |website=www.atlus.co.jp |access-date=11 January 2022 |archive-url=https://web.archive.org/web/20031209003138/http://www.atlus.co.jp/about/kaisha_enkaku.html |archive-date=9 December 2003 |url-status=dead}}</ref> In January 1987, Atlus started selling amusement equipment.<ref name=history/> It expanded into the sale of [[karaoke]] equipment in March 1989.<ref name=history/> Atlus released the first video game under its own name in 1989: ''[[Puzzle Boy]]'' for the [[Game Boy]].<ref name=history/> Prior to this, earlier Atlus video games were published by other companies, such as [[Namco]] and [[Hudson Soft]] in Japan and [[LJN]] in North America. Atlus started in the [[amusement arcade|arcade]] industry in the 1990s by manufacturing its first [[arcade video game]], ''[[BlaZeon]]'', in 1992. In 1995, Atlus launched ''[[Print Club]]'' (purikura) at arcades in partnership with [[Sega]].<ref>{{cite web |url=https://www.segasammy.co.jp/english/pr/corp/history/history_sega.html |title=History of SEGA SAMMY Group/SEGA before Business Integration|SEGA SAMMY Group|SEGA SAMMY HOLDINGS |publisher=Segasammy.co.jp |access-date=2016-12-11 |url-status=live |archive-url=https://web.archive.org/web/20161220131310/https://www.segasammy.co.jp/english/pr/corp/history/history_sega.html |archive-date=20 December 2016}}</ref> It is a photo sticker booth that produces [[selfie]] photos.<ref name="Pan">{{cite book |last1=Pan |first1=Lu |title=Aestheticizing Public Space: Street Visual Politics in East Asian Cities |date=2015 |publisher=Intellect Books |isbn=9781783204533 |page=107 |url=https://books.google.com/books?id=rJbzCQAAQBAJ&pg=PA107}}</ref><ref name="Miller">{{cite book |last1=Miller |first1=Laura |title=Introducing Japanese Popular Culture |date=2018 |publisher=[[Routledge]] |isbn=9781317528937 |chapter=10. Purikura: Expressive Energy in Female Self-Photography |chapter-url=https://www.vitalsource.com/products/introducing-japanese-popular-culture-alisa-freedman-v9781317528937}}</ref> It was conceived by Atlus employee Sasaki Miho in 1994; her bosses at Atlus were initially reluctant about the idea, before later deciding to go ahead with it.<ref name="Harvard">{{cite journal |title=Harvard Asia Quarterly |journal=Harvard Asia Quarterly |date=2003 |volume=7 |issue=1–3 |page=32 |url=https://books.google.com/books?id=UckQAQAAMAAJ |publisher=[[Harvard University]] |quote=Purikura, clipped from purinto kurabu, was invented by Atlus, a Tokyo-based game software company. A female employee named Sasaki Miho had noticed the popularity of stickers among schoolgirls, a craze that also generated huge sales. In 1994, Sasaki came up with the idea of combining stickers with photos and proposed it to her Atlus employers, but her male bosses did not think it worth pursuing until 1995, when they finally gave her concept a chance.}}</ref> Atlus and Sega introduced ''Purikura'' in February 1995, initially at [[game arcades]], before expanding to other popular culture locations such as fast food shops, train stations, [[karaoke]] establishments and bowling alleys.<ref name="Edwards">{{cite book |last1=Edwards |first1=Elizabeth F. |last2=Hart |first2=Janice |title=Photographs Objects Histories: On the Materiality of Images |date=2004 |publisher=[[Psychology Press]] |isbn=9780415254410 |url=https://books.google.com/books?id=VRQ2StxiK0sC&pg=PA167}}</ref> ''Purikura'' became a popular form of entertainment among youths across [[East Asia]], laying the foundations for modern selfie culture.<ref name="Pan"/><ref name="Miller"/> It also introduced a large female demographic to the company's previously male-dominated arcade customer base.<ref>{{cite news |title=Surviving selfies: Japan's purikura photo booths cling on |url=https://www.france24.com/en/20200730-surviving-selfies-japan-s-purikura-photo-booths-cling-on |access-date=13 April 2021 |work=[[France 24]] |date=30 July 2020}}</ref> By 1996, it accounted for 70% of the company's revenue.<ref name="Miller"/> By 1997, about 47,000 ''Purikura'' machines had been sold, earning Sega an estimated {{JPY|25 billion}} ({{£|173 million|long=no}}) or {{US$|{{To USD|173|GBR|year=1997|round=yes}},000,000|long=no|1997|round=-6}} annually from ''Purikura'' sales that year. Various other similar ''purikura'' machines appeared from other manufacturers, with Sega controlling about half of the market in 1997.<ref>{{cite news |last1=Hunt |first1=Joshua |title=How 'playing Puri' paved the way for Snapchat |url=https://www.bbc.com/worklife/article/20181119-why-playing-puri-was-the-precursor-for-snapchat |access-date=11 October 2021 |agency=[[BBC]] |date=23 November 2018}}</ref> ''Print Club'' went on to generate over {{US$|1 billion|long=no}} in sales for Atlus and Sega.<ref>{{Cite news |date=1997 |title=Atlus Print Club: Sales in a Flash |publisher=Atlus |url=https://pbs.twimg.com/media/DbEKf8uX4AEdRYf.jpg |access-date=24 April 2022}}</ref> Atlus entered the Tokyo Stock Exchange in 1997, listing on the [[JASDAQ]]. In its goal to further increase its presence in the amusement industry, Atlus acquired the manufacturer [[Irem|Apies]] from Yubis Corporation in 1999. In 2000, Atlus formed a joint venture with [[Kadokawa Shoten]] to distribute and sell games. Atlus suffered from deficit financial results in both 1999 and 2000. To address the issue, Atlus established a management reform plan in 2001. In its restructuring efforts, Atlus sold two subsidiaries (one of them being Apies) to their respective employees as part of a [[management buyout]].<ref>{{cite web |url=http://www.atlus.co.jp/ir/press/pdf/2001/press201_0814.pdf |title=Archived copy |website=www.atlus.co.jp |access-date=11 January 2022 |archive-url=https://web.archive.org/web/20050226011922/http://www.atlus.co.jp/ir/press/pdf/2001/press201_0814.pdf |archive-date=26 February 2005 |url-status=dead}}</ref> In October 2001, Atlus acquired [[Career Soft]], and became the sole publisher of the ''[[Growlanser]]'' series: a [[real-time strategy]] [[role-playing game]] from the creators of the ''[[Langrisser]]'' series.<ref>{{cite web|url=http://ps2.ign.com/articles/099/099497p1.html|title=Atlus Acquires Career Soft|date=30 October 2001|access-date=2012-03-20|url-status=live|archive-url=https://web.archive.org/web/20120819021600/http://ps2.ign.com/articles/099/099497p1.html|archive-date=19 August 2012}}</ref> In 2004, after the release of ''[[Growlanser IV]]'', the majority of Career Soft's staff was merged into the main development team of Atlus where they worked on the ''[[Shin Megami Tensei: Devil Survivor]]'' games. As a developer brand, Career Soft was eventually dissolved. In October 2003, Japanese toy company [[Takara]] acquired Atlus.<ref>[https://web.archive.org/web/20100221042851/http://www.atlus.co.jp/ir/history/index.html 沿革:株式会社アトラス IR情報・会社情報]</ref> Takara's video game business was also transferred over to Atlus.<ref>{{Cite web |title=タカラ、家庭用ゲームソフト事業をアトラスに統合 |url=https://www.itmedia.co.jp/news/articles/0401/14/news067.html |access-date=2024-09-02 |website=ITmedia NEWS |language=ja}}</ref> On 21 November 2006, [[Index Holdings]] announced the acquisition of Atlus, effective on 30 October 2006, and purchased 7.7 million shares (54.93 percent; 77,000 votes, or 54.96 percent of the voting rights) on 20 November 2006. Atlus became an Index Holdings subsidiary on 29 November 2006.<ref>{{cite web|title=Regarding tender offer results and subsidiary companies |url=http://www.index-hd.com/a_admin/english/pdf/00006039.pdf |access-date=30 August 2010 |url-status=usurped |archive-url=https://web.archive.org/web/20110713024725/http://www.index-hd.com/a_admin/english/pdf/00006039.pdf |archive-date=13 July 2011 }}</ref> In March 2009, Atlus and [[Sting Entertainment]] announced a publishing partnership making Atlus the only publisher of Sting-developed games in Japan.<ref name="atlus partners">{{cite web | title=Atlus Partners with Sting | date=10 March 2009 | publisher=IGN | url=http://psp.ign.com/articles/960/960810p1.html | access-date=26 April 2010 | url-status=live | archive-url=https://web.archive.org/web/20140301180206/http://www.ign.com/articles/2009/03/10/atlus-partners-with-sting | archive-date=1 March 2014}}</ref> On 17 September 2009, Index Holdings announced the separation of Atlus' amusement facility and related business into a subsidiary, New Entertainment Waves,<ref>[http://toushi.kankei.me/docs/text/S0006WZM 株式会社NEWS 訂正臨時報告書 2010年10月08日 - 投資関係をなんとなくわかった気になる]</ref> effective on 1 December. One hundred seventy-two shares of the subsidiary's stock were also transferred to Chushoukigyou Leisure<ref>{{usurped|1=[https://web.archive.org/web/20220831191943/http://www.index-hd.com/press/uploads/20090917.pdf 当社子会社(株式会社アトラス)における 会社分割によるアミューズメント施設関連事業の分社化、並びに新設株式会社株式譲渡に関するお知らせ]}}</ref> on 1 December.<ref>[http://www.game-news.jp/pc_news/873/ 株式会社NEWS(ニューズ)設立]{{dead link|date=December 2017 |bot=IDV |fix-attempted=yes }}</ref> On 30 August 2010, Index Holdings announced its merger with Atlus, with Index Holdings being the surviving company, effective on 1 October.<ref>{{cite web|title=Atlus 'Dissolved' By Parent Company Index Holdings|url=https://www.gamedeveloper.com/game-platforms/atlus-dissolved-by-parent-company-index-holdings|publisher=Gamasutra|date=30 August 2010|access-date=30 August 2010|url-status=live|archive-url=https://web.archive.org/web/20120510011141/http://www.gamasutra.com/view/news/120957/Atlus_Dissolved_By_Parent_Company_Index_Holdings.php|archive-date=10 May 2012}}</ref><ref>{{cite web|title=インデックス・ホールディングス、連結子会社の吸収合併に関するお知らせ~グループ価値最大化を図りインデックス、アトラスの2社を吸収合併~|url=http://www.index-hd.com/press/?p=1002|archive-url=https://web.archive.org/web/20130428201854/http://www.index-hd.com/press/?p=1002|url-status=usurped|archive-date=28 April 2013|publisher=[[Index Corporation]]|date=30 August 2010|access-date=30 August 2010}}</ref> After the merger, Index Holdings would continue to operate the Atlus brand.<ref>{{usurped|1=[https://web.archive.org/web/20150401093119/http://www.index-hd.com/press/?p=1009 【補足】インデックス・ホールディングス、連結子会社の吸収合併に関するお知らせ アトラスブランドについて]}}</ref> Although fans were concerned about the company's future, CEO Shinichi Suzuki said that Atlus would continue to provide the "finest quality game experiences possible" and the merger "further strengthens the foundation of Atlus, both in Japan and here in the United States."<ref>{{cite web|title=Atlus Reassures Fans of Its Future After Merger|url=http://www.1up.com/news/atlus-assures-fans-company-lives|publisher=1UP|access-date=15 October 2010}}</ref> On 9 November 2010 Index Holdings announced its renaming to [[Index Corporation]], to be confirmed at the shareholders meeting on 25 November 2010 and effective on 1 December.<ref>{{usurped|1=[https://web.archive.org/web/20131102033803/http://www.index-hd.com/press/uploads/140120101109061772.pdf 商号変更および定款一部変更に関するお知らせ]}}</ref><ref>{{cite web|title=Index Holdings to Change Company Name|url=https://www.reuters.com/finance/stocks/4835.OS/key-developments/article/2018369|publisher=Reuters|date=9 November 2010|access-date=23 September 2012}}{{Dead link|date=March 2022 |bot=InternetArchiveBot |fix-attempted=yes }}</ref> From 2010 to 2013, Atlus, as a company, ceased to exist and its name became a brand of Index Corporation for video games in Japan. However, [[#Atlus West|Atlus USA]] remained active and was renamed Index Digital Media, serving as the North American subsidiary for Index Corporation. Much like in Japan, video games continued to be released in that region under the Atlus name during this period. In June 2013, it was reported that Index Corporation filed for civil rehabilitation proceedings, facing bankruptcy with debts of ¥24.5 billion. An Atlus USA spokesperson said that Index Digital Media and the Atlus brand were unaffected by the proceedings.<ref name=polygon>{{cite news|title=Atlus at risk after parent company announces bankruptcy (update) Index|author=Emily Gera|url=http://www.polygon.com/2013/6/27/4469788/atlus-at-risk-after-parent-company-announces-bankruptcy|publisher=Vox Media|date=27 June 2013|access-date=27 June 2013|url-status=live|archive-url=https://web.archive.org/web/20130630144502/http://www.polygon.com/2013/6/27/4469788/atlus-at-risk-after-parent-company-announces-bankruptcy|archive-date=30 June 2013}}</ref> On 18 September 2013, it was reported that [[Sega]] won a bid to acquire the bankrupt Index for ¥14 billion.<ref name="bloomberg-atlussega">{{cite news|title=Sega Said to Win Auction to Buy Bankrupt Japan Gamemaker Index|author=Shigeru Sato & Takahiko Hyuga|url=https://www.bloomberg.com/news/2013-09-18/sega-said-to-win-auction-to-buy-bankrupt-japan-gamemaker-index.html|publisher=Bloomberg|date=18 September 2013|access-date=18 September 2013|url-status=live|archive-url=https://web.archive.org/web/20130922052951/http://www.bloomberg.com/news/2013-09-18/sega-said-to-win-auction-to-buy-bankrupt-japan-gamemaker-index.html|archive-date=22 September 2013}}</ref> All Index operations, including the Atlus brand and Index Digital Media (Atlus USA), were transferred on 1 November 2013 to Sega Dream Corporation (a new subsidiary established on 5 September 2013).<ref>{{cite web|url=http://www.segasammy.co.jp/english/pdf/release/20130918_index_e_final.pdf|title=Notice of Conclusion regarding Business Transfer Agreement of Index Corporation|publisher=Sega Sammy Holdings Inc.|date=18 September 2013|access-date=18 September 2013|url-status=live|archive-url=https://web.archive.org/web/20130927043051/http://www.segasammy.co.jp/english/pdf/release/20130918_index_e_final.pdf|archive-date=27 September 2013}}</ref> That day, Sega announced that it would change the name of Sega Dream Corporation to Index Corporation.<ref name=":0">{{cite web|url=http://sega.jp/corp/release/2013/1101/|script-title=ja:当社子会社の事業譲受に関するお知らせ|language=ja|publisher=Sega Corporation|date=1 November 2013|access-date=2 November 2013|archive-url=https://web.archive.org/web/20131106081214/http://sega.jp/corp/release/2013/1101/ |url-status=dead |archive-date=6 November 2013}}</ref> On 18 February 2014, Sega announced the separation of Index Corporation's contents and solution businesses into a new subsidiary, Index Corporation, renaming the old Index Corporation and its remaining digital game business division to Atlus effective 1 April 2014. The new Atlus would include the foreign subsidiary, Index Digital Media, which would revert its name back to Atlus USA at the establishment of the new Atlus.<ref name="sega.co.jp">[http://sega.co.jp/wp-content/uploads/2014/03/nr140218_1.pdf 連結子会社の分割(新設分割)及び商号変更に関するお知らせ] {{webarchive|url=https://web.archive.org/web/20140408111044/http://sega.co.jp/wp-content/uploads/2014/03/nr140218_1.pdf |date=8 April 2014 }}</ref> In April 2017, [[Sega Sammy Holdings]] announced a relocation of head office functions of the Sega Sammy Group and its major domestic subsidiaries located in the [[Tokyo metropolitan area]] to [[Shinagawa-ku]] by January 2018. Their stated reasoning was to promote cooperation among companies and creation of more active interaction of personnel, while pursuing efficient group management by consolidating scattered head office functions of the group. Atlus is one of the companies that has relocated in response to this.<ref>{{cite web|url=http://www.segasammy.co.jp/english/pdf/release/20170403_honsha_final_e_.pdf|title=Consolidation/Relocation of Head Office Functions of SEGA SAMMY Group|publisher=[[Sega Sammy Holdings]]|date=3 April 2017|access-date=4 April 2017|url-status=live|archive-url=https://web.archive.org/web/20170404220020/http://www.segasammy.co.jp/english/pdf/release/20170403_honsha_final_e_.pdf|archive-date=4 April 2017}}</ref>
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