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Video Games Live

Full company profile

uuid005k8rp

Namestring
Video Games Live
Legal namestring
Mystical Stone Entertainment, LLC
Company typeenum
Private
Founded yearint
2002
Descriptiontext

Video Games Live is a privately held touring concert series founded in 2002 by video game composers Tommy Tallarico and Jack Wall under the parent entity Mystical Stone Entertainment, LLC. Operating from Los Angeles with 52 employees, the company produces immersive multimedia live performances in which local symphony orchestras and choirs play video game music synchronized to proprietary video footage, lighting, special effects, electronic percussion, and interactive audience segments drawn from a library of over 200 segments. The business is fundamentally event-driven: orchestras co-present and underwrite individual shows in their markets, and The ZAX Agency handles booking. Since its debut at the Hollywood Bowl on July 6, 2005 (11,000+ attendees, Guinness World Record), Video Games Live has performed 500+ shows across 42 countries on five continents, reaching over 2 million attendees, and has secured licensing relationships with major game publishers including Nintendo, Sony, Activision, EA, Ubisoft, Sega, Square Enix, Capcom, Konami, Bungie, and Harmonix.

The company monetizes through three primary streams: (1) live concert ticket sales at $20–$80 per ticket, with select venues as low as $1 and a separate Ultimate Gamer V.I.P. Experience package; (2) recorded music and video releases — 9 albums have debuted in the Billboard Top 10 and an award-winning DVD/Blu-Ray (LEVEL 2) was produced — plus a 2010 PBS special that aired in 90+ million U.S. homes; and (3) direct-to-consumer merchandise via an online store. Distribution runs through third-party ticketing platforms (Ticketmaster, SeeTickets, Eventim, Damai.cn in China, OvationTix), venue box offices, orchestra co-presenters, and convention channels (E3, Comic-Con, Gamescom, BlizzCon, GDC). Customer segments split between gaming enthusiasts, families and non-gamers, symphonic music lovers, and convention/event organizers.

Operationally the business is mature and stable rather than expansion-stage: the company has not disclosed funding, M&A, or material new partnerships since the 2016 Beijing Bird's Nest engagement and Gamescom 2016 Blizzard partnership, and founder Tommy Tallarico's 2018 transition to CEO of Intellivision signals a reduced single-leader operational focus. Active touring continues into 2026-2027, but growth investment, hiring, and product expansion signals are absent from the available evidence.

Short descriptiontext

Video Games Live is a privately held touring concert series founded in 2002 that produces immersive multimedia performances of video game music with orchestras worldwide, monetizing through ticket sales, VIP packages, albums, and merchandise across 42 countries.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
51–100
akta.pro rankint
HeadquartersLos Angeles, United States
HQ citystring
Los Angeles
HQ countrystring
United States
HQ regionstring
North America
Markets served

Serves global market

Offices1 record

Each record includes

City, Country, Type, Description, Source

Keyword5 values
live concert events, video game music, orchestral performances, immersive entertainment shows, concert production services
Industry4 codes
1Event Operations & Venue Services (Box Office, FOH/BOH, Concessions)
CodeMPAIAFALPrimaryYes
2Hybrid Concerts & Live Shows (Venue + Remote Audience)
CodeMPAGAOAEPrimaryNo
3Broadcast/Recording for Live Events (OB, Multicam, Livestream Capture)
CodeMPAGAKAIPrimaryNo
4Concert Halls & Music Venue Operations (Symphony Halls, Recital Venues)
CodeMPAGALACPrimaryNo
NAICS code3 codes
  • Performing Arts Companies7111
  • Musical Groups and Artists71113
  • Sound Recording Studios51224
SIC code1 code
  • Services-Amusement & Recreation Services7900
Product category
Live Entertainment / Concert Production
GTM motion1 record

Each record includes

Type, Description, Source

Revenue model4 records
1Concert Ticket Sales
TypeTransaction Fee
Description

Primary revenue stream from selling tickets to live concert performances worldwide. Pricing varies by venue, orchestra, and location, typically ranging from $20 to $80 per ticket. Special V.I.P. Experience packages available at additional cost.

videogameslive.com
2Album Sales
TypeOne Time License
Description

Sale of video game music albums. 9 albums released worldwide, all debuting in Billboard Top 10. Includes Video Games Live: Level 1-6 and special releases.

videogameslive.com
3DVD/Blu-Ray Sales
TypeOne Time License
Description

Award-winning full-length feature DVD/Blu-Ray releases of concert performances

videogameslive.com
4VIP Experience Packages
TypeTransaction Fee
Description

Premium backstage experience packages including laminated passes, pre-show presentations, exclusive merchandise, digital downloads, and front-of-line access to meet-and-greets

videogameslive.com
Marketing channels7 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels5 records

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components5 values
Personnel, Operations, Marketing or Sales, Technology or R&D, Others
Pricing details2 tiers
1Standard concert tickets ranging from $20 to $80
ModelUnit PricingBilling cadencePay-as-you-go
Notes

Most shows start at around US$20 and go up to US$80. Some venues have had tickets starting at $1.

videogameslive.com
2Ultimate Gamer V.I.P. Experience Package
ModelUnit PricingBilling cadencePay-as-you-go
Notes

Includes VIP laminated tour pass, pre-show production presentation, early venue seating, Q&A, digital download cards for 3 albums, exclusive merchandise package (mouse pad, 3D bookmark, limited Hollywood Bowl commemorative ticket), front-of-line access to post-show meet-and-greet, and signed conductor sheet music. Does NOT include show ticket.

videogameslive.com
GTM typeB2C
B2C
Offering typeServices
Services
Core offering1 text field

Video Games Live produces and tours an immersive live concert event series featuring music from popular video games performed by top orchestras and choirs worldwide. The core offering combines live orchestral performances with synchronized video footage, lighting, special effects, solo performers, electronic percussion, and interactive audience segments at venues across 42+ countries. Supplementary offerings include a series of Billboard-charting live albums, a PBS special, DVD/Blu-Ray releases, premium VIP experience packages, and branded merchandise.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 4 values shown
  • Over 2 million people have experienced Video Games Live live
+3 more records
Product overview1 text field

Video Games Live is a live concert event series featuring video game music performed by orchestras and choirs worldwide, supplemented by album releases (LEVEL album series), a PBS special and DVD/Blu-Ray (LEVEL 2), an online merchandise store, and premium VIP experience packages. The core product is the concert experience, with add-on offerings including free meet & greets, costume contests, and a V.I.P. backstage experience.

Product and service4 records
1Video Games Live Concert Experience
CategoryCore Concert Experience
Description

Immersive concert event featuring music from the most popular video games of all time, performed by top orchestras and choirs with synchronized video footage, lighting, solo performers, and interactive segments. Targeted at gaming enthusiasts, families, and symphonic music lovers.

2Video Games Live Album Series (LEVEL Albums)
CategoryMusic Recordings
Description

Multiple album releases featuring live performances of video game music, all debuting in the Billboard Top 10, including LEVEL 1-6 and special releases.

3PBS Special / LEVEL 2 DVD-Blu-Ray
CategoryVideo Media Release
Description

Award-winning full-length feature DVD/Blu-Ray and PBS television special of Video Games Live concert performances.

4Ultimate Gamer V.I.P. Experience Package
Scale indicator10 records

Each record includes

Type, Value, Description, Source

Partnership23 partners
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2005-07-06
Description

Primary orchestral partner for the debut performance at Hollywood Bowl on July 6, 2005. Over 11,000 attendees made it the largest video game concert in history at that time.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Video Games Live was the FIRST and ONLY show to sell out the Royal Festival Hall (Philharmonia Orchestra) since refurbishment in 2007.

Strategic tierMajorTypeChannel Partner/ Reseller/ Distributor
Description

Major concert venue chain partner hosting Video Games Live performances at their venues.

4E3 (Electronic Entertainment Expo)
Strategic tierMajorTypeGTM or Marketing Partner
Description

Convention partner for E3 Expo - one of the world's premier gaming industry events.

videogameslive.com
Strategic tierCoreTypeStrategic or Co-development Partner
Description

Convention partner and Publisher/Developer Affiliate. VGL performed Blizzard concert at Gamescom 2016 with 17,000 live audience members featuring World of Warcraft, Starcraft II, Diablo III, Overwatch, and Hearthstone music.

6WonderCon
Strategic tierMinorTypeGTM or Marketing Partner
Description

Convention partner for WonderCon comic book and pop culture convention.

videogameslive.com
Strategic tierMajorTypeGTM or Marketing Partner
Description

Convention partner for San Diego Comic-Con - one of the largest entertainment conventions.

8The ZAX Agency
Strategic tierMajorTypeChannel Partner/ Reseller/ Distributor
Description

Official booking agency for Video Games Live performances.

videogameslive.com
Strategic tierCoreTypeStrategic or Co-development Partner
Description

Publisher Affiliate partner providing licensing for game music including Guitar Hero franchise.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Publisher Affiliate partner providing licensing for game music from EA titles.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Publisher Affiliate partner providing licensing for game music from Ubisoft titles.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Publisher/Developer Affiliate partner providing licensing for game music including PlayStation titles.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Publisher/Developer Affiliate partner providing licensing for Sonic and other Sega franchise music.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Publisher/Developer Affiliate partner providing licensing for Final Fantasy and other Square Enix titles.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Publisher/Developer Affiliate partner providing licensing for Mario, Zelda, and other Nintendo franchise music.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Publisher/Developer Affiliate partner providing licensing for Street Fighter and other Capcom titles.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Publisher/Developer Affiliate partner providing licensing for Metal Gear Solid and other Konami titles.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Publisher/Developer Affiliate partner providing licensing for Halo franchise music.

Strategic tierCoreTypeStrategic or Co-development Partner
Description

Publisher/Developer Affiliate partner providing licensing for Guitar Hero franchise music.

20PBS
Strategic tierCoreTypeStrategic or Co-development Partner
Description

Broadcast partner for Video Games Live national television special in 2010. Aired in over 90 million homes and became one of the top rated PBS Specials of all time.

21Game Developers Conference (GDC)
Strategic tierMajorTypeGTM or Marketing Partner
Description

Convention partner for GDC - the premier professional game developers conference.

videogameslive.com
Strategic tierMajorTypeGTM or Marketing Partner
Description

Convention partner for Gamescom - Europe's largest gaming convention.

2350+ Symphony Orchestras Worldwide
Strategic tierCoreTypeChannel Partner/ Reseller/ Distributor
Description

Symphony affiliates include Houston Symphony, Dallas Symphony, San Francisco Symphony, Philadelphia Orchestra, Sydney Symphony, Beijing Opera Orchestra, and many more. These orchestras co-present VGL shows in their markets.

videogameslive.com
Recent move6 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight2 records

Each record includes

Type, Description

Peers10 records
TypeEmerging player
Description

New York-based jazz orchestra that re-arranges video game music into big band performances. Operates on a smaller scale but represents the growing trend of curated video game music concerts that could compete for VGL's audience.

2Eminence Symphony Orchestra
TypeDirect peer
Description

Australian-based symphony orchestra that performs video game, anime, and film music concerts globally. Same core value proposition (orbital game music live), competing for the same niche audience and orchestra partnership model.

TypeBroad incumbent
Description

Premium touring live entertainment spectacle with similar multi-element production (live performance, music, visual, lighting, immersive staging). Comparable as a high-end touring experiential entertainment business model.

TypeBroad incumbent
Description

World's largest live entertainment promoter and venue operator. Not a direct competitor on content, but VGL's distribution partner (tickets go through Ticketmaster, owned by Live Nation) and the dominant scale player in the same touring concert market.

TypeBroad incumbent
Description

Long-running touring live entertainment property combining music, visual spectacle, and audience interaction. Comparable as a premium experiential entertainment IP with similar touring economics.

6Awesome Music Fest / Video Game Music Festivals
TypeRegional player
Description

Music and Gaming Festival (MAGFest) and similar conventions feature video game music performances as part of broader gaming-music programs. They create alternative live venues for VGL's audience and compete for the gaming-music fan's entertainment spend.

7Distant Worlds: Music from Final Fantasy
TypeDirect peer
Description

Long-running touring concert series performing video game music (specifically Final Fantasy) with full symphony orchestras. Directly competes for the same audience, venues, and publisher licensing relationships as Video Games Live.

8Video Game Orchestra (Boston)
TypeEmerging player
Description

Boston-based concert series performing orchestral arrangements of video game music. A smaller-scale direct competitor that demonstrates the model is replicable by regional ensembles.

TypeBroad incumbent
Description

Established orchestral concert IP-based touring programs (e.g., Disney in Concert, Studio Ghibli concerts) that operate at similar venues with the same live-plus-synchronized-visual format. Represents the broader orchestral-IP-concert category VGL belongs to.

TypeOthers
Description

Specialty vinyl and soundtrack labels that release video game music in physical formats. Adjacent rather than competitive; they represent the consumer-product ecosystem that markets VGL's same audience and could be a licensing or distribution partner.

Market position
Strengths5 records

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat5 records

Each record includes

Type, Details

Key risks5 records

Each record includes

Headline, Details, Source

Key highlights7 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers7 records

Each record includes

Name, Industry, Type, Use case, Source, UUID

Segment4 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile4 records

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
No
API detail
Has APIbool
No

Docs URL, Description

Integration3 records

Each record includes

Title, Type, Description, Source

AI maturity
App detail

Has app

Feature4 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles8 records

Each record includes

Name, Designation, Designation category, Overview, Profile commentary, Source

No data
No data
Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds

Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Video Games Live

Live Entertainment / Concert Productionvideogameslive.com

Video Games Live is a privately held touring concert series founded in 2002 that produces immersive multimedia performances of video game music with orchestras worldwide, monetizing through ticket sales, VIP packages, albums, and merchandise across 42 countries.

What Video Games Live does

Video Games Live is a privately held touring concert series founded in 2002 by video game composers Tommy Tallarico and Jack Wall under the parent entity Mystical Stone Entertainment, LLC. Operating from Los Angeles with 52 employees, the company produces immersive multimedia live performances in which local symphony orchestras and choirs play video game music synchronized to proprietary video footage, lighting, special effects, electronic percussion, and interactive audience segments drawn from a library of over 200 segments. The business is fundamentally event-driven: orchestras co-present and underwrite individual shows in their markets, and The ZAX Agency handles booking. Since its debut at the Hollywood Bowl on July 6, 2005 (11,000+ attendees, Guinness World Record), Video Games Live has performed 500+ shows across 42 countries on five continents, reaching over 2 million attendees, and has secured licensing relationships with major game publishers including Nintendo, Sony, Activision, EA, Ubisoft, Sega, Square Enix, Capcom, Konami, Bungie, and Harmonix.

The company monetizes through three primary streams: (1) live concert ticket sales at $20–$80 per ticket, with select venues as low as $1 and a separate Ultimate Gamer V.I.P. Experience package; (2) recorded music and video releases — 9 albums have debuted in the Billboard Top 10 and an award-winning DVD/Blu-Ray (LEVEL 2) was produced — plus a 2010 PBS special that aired in 90+ million U.S. homes; and (3) direct-to-consumer merchandise via an online store. Distribution runs through third-party ticketing platforms (Ticketmaster, SeeTickets, Eventim, Damai.cn in China, OvationTix), venue box offices, orchestra co-presenters, and convention channels (E3, Comic-Con, Gamescom, BlizzCon, GDC). Customer segments split between gaming enthusiasts, families and non-gamers, symphonic music lovers, and convention/event organizers.

Operationally the business is mature and stable rather than expansion-stage: the company has not disclosed funding, M&A, or material new partnerships since the 2016 Beijing Bird's Nest engagement and Gamescom 2016 Blizzard partnership, and founder Tommy Tallarico's 2018 transition to CEO of Intellivision signals a reduced single-leader operational focus. Active touring continues into 2026-2027, but growth investment, hiring, and product expansion signals are absent from the available evidence.

Video Games Live firmographics

Firmographics
Name
Video Games Live
Legal name
Mystical Stone Entertainment, LLC
Website
https://videogameslive.com
Company type
Private
Founded year
2002
Operating status
Operating
Headcount range
51–100 employees
Short description
Video Games Live is a privately held touring concert series founded in 2002 that produces immersive multimedia performances of video game music with orchestras worldwide, monetizing through ticket sales, VIP packages, albums, and merchandise across 42 countries.
Ownership category
akta.pro rank

Video Games Live industry classification

Industry
Product category
Live Entertainment / Concert Production
NAICS
Performing Arts Companies (7111), Musical Groups and Artists (71113), Sound Recording Studios (51224)
SIC
Services-Amusement & Recreation Services (7900)
akta.pro primary industry
Event Operations & Venue Services (Box Office, FOH/BOH, Concessions) (MPAIAFAL)
akta.pro secondary industries
Hybrid Concerts & Live Shows (Venue + Remote Audience) (MPAGAOAE), Broadcast/Recording for Live Events (OB, Multicam, Livestream Capture) (MPAGAKAI), Concert Halls & Music Venue Operations (Symphony Halls, Recital Venues) (MPAGALAC)

Keywords

  • Live concert events
  • Video game music
  • Orchestral performances
  • Immersive entertainment shows
  • Concert production services

Where Video Games Live is headquartered

Location

Headquarters

HQ city
Los Angeles
HQ country
United States
HQ region
North America

Offices1 record

Markets served

Video Games Live business model

Business model
GTM type
B2C
Offering type
Services
Cost components
Personnel, Operations, Marketing or Sales, Technology or R&D, Others

Revenue model

  1. Concert Ticket Sales: Primary revenue stream from selling tickets to live concert performances worldwide. Pricing varies by venue, orchestra, and location, typically ranging from $20 to $80 per ticket. Special V.I.P. Experience packages available at additional cost.
  2. Album Sales: Sale of video game music albums. 9 albums released worldwide, all debuting in Billboard Top 10. Includes Video Games Live: Level 1-6 and special releases.
  3. DVD/Blu-Ray Sales: Award-winning full-length feature DVD/Blu-Ray releases of concert performances
  4. VIP Experience Packages: Premium backstage experience packages including laminated passes, pre-show presentations, exclusive merchandise, digital downloads, and front-of-line access to meet-and-greets

Pricing tiers

ModelBillingPrice
Unit PricingPay-as-you-goStandard concert tickets ranging from $20 to $80
Unit PricingPay-as-you-goUltimate Gamer V.I.P. Experience Package

Go-to-market motion1 record

Distribution channels5 records

Marketing channels7 records

Video Games Live product offering

Product offering

Core offering

Video Games Live produces and tours an immersive live concert event series featuring music from popular video games performed by top orchestras and choirs worldwide. The core offering combines live orchestral performances with synchronized video footage, lighting, special effects, solo performers, electronic percussion, and interactive audience segments at venues across 42+ countries. Supplementary offerings include a series of Billboard-charting live albums, a PBS special, DVD/Blu-Ray releases, premium VIP experience packages, and branded merchandise.

Product overview

Video Games Live is a live concert event series featuring video game music performed by orchestras and choirs worldwide, supplemented by album releases (LEVEL album series), a PBS special and DVD/Blu-Ray (LEVEL 2), an online merchandise store, and premium VIP experience packages. The core product is the concert experience, with add-on offerings including free meet & greets, costume contests, and a V.I.P. backstage experience.

Differentiator

Problem solved

Functional benefit

Products and services

  • Video Games Live Concert Experience Immersive concert event featuring music from the most popular video games of all time, performed by top orchestras and choirs with synchronized video footage, lighting, solo performers, and interactive segments. Targeted at gaming enthusiasts, families, and symphonic music lovers.
  • Video Games Live Album Series (LEVEL Albums) Multiple album releases featuring live performances of video game music, all debuting in the Billboard Top 10, including LEVEL 1-6 and special releases.
  • PBS Special / LEVEL 2 DVD-Blu-Ray Award-winning full-length feature DVD/Blu-Ray and PBS television special of Video Games Live concert performances.
  • Ultimate Gamer V.I.P. Experience Package

Quantifiable outcome

  • Over 2 million people have experienced Video Games Live live
  • +3 more outcomes

Companies that use Video Games Live

Customer profile

Named customers7 records

Segments4 records

Ideal customer profiles4 records

Video Games Live technology and API

Technology

Technology focussed No

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Integration3 records

Feature4 records

Video Games Live partnerships and signals

Strategic signal

Partnerships

23 partnerships are on record, tiered core, major and minor.

  • Los Angeles PhilharmoniccoreStrategic or Co-development Partner · 6 July 2005Primary orchestral partner for the debut performance at Hollywood Bowl on July 6, 2005. Over 11,000 attendees made it the largest video game concert in history at that time.
  • Philharmonia Orchestra (UK)coreStrategic or Co-development PartnerVideo Games Live was the FIRST and ONLY show to sell out the Royal Festival Hall (Philharmonia Orchestra) since refurbishment in 2007.
  • House of BluesmajorChannel Partner/ Reseller/ DistributorMajor concert venue chain partner hosting Video Games Live performances at their venues.
  • E3 (Electronic Entertainment Expo)majorGTM or Marketing PartnerConvention partner for E3 Expo - one of the world's premier gaming industry events.
  • Blizzard EntertainmentcoreStrategic or Co-development PartnerConvention partner and Publisher/Developer Affiliate. VGL performed Blizzard concert at Gamescom 2016 with 17,000 live audience members featuring World of Warcraft, Starcraft II, Diablo III, Overwatch, and Hearthstone music.
  • WonderConminorGTM or Marketing PartnerConvention partner for WonderCon comic book and pop culture convention.
  • Comic-Con InternationalmajorGTM or Marketing PartnerConvention partner for San Diego Comic-Con - one of the largest entertainment conventions.
  • The ZAX AgencymajorChannel Partner/ Reseller/ DistributorOfficial booking agency for Video Games Live performances.
  • ActivisioncoreStrategic or Co-development PartnerPublisher Affiliate partner providing licensing for game music including Guitar Hero franchise.
  • Electronic Arts (EA)coreStrategic or Co-development PartnerPublisher Affiliate partner providing licensing for game music from EA titles.
  • UbisoftcoreStrategic or Co-development PartnerPublisher Affiliate partner providing licensing for game music from Ubisoft titles.
  • SonycoreStrategic or Co-development PartnerPublisher/Developer Affiliate partner providing licensing for game music including PlayStation titles.
  • SegacoreStrategic or Co-development PartnerPublisher/Developer Affiliate partner providing licensing for Sonic and other Sega franchise music.
  • Square EnixcoreStrategic or Co-development PartnerPublisher/Developer Affiliate partner providing licensing for Final Fantasy and other Square Enix titles.
  • NintendocoreStrategic or Co-development PartnerPublisher/Developer Affiliate partner providing licensing for Mario, Zelda, and other Nintendo franchise music.
  • CapcomcoreStrategic or Co-development PartnerPublisher/Developer Affiliate partner providing licensing for Street Fighter and other Capcom titles.
  • KonamicoreStrategic or Co-development PartnerPublisher/Developer Affiliate partner providing licensing for Metal Gear Solid and other Konami titles.
  • BungiecoreStrategic or Co-development PartnerPublisher/Developer Affiliate partner providing licensing for Halo franchise music.
  • HarmonixcoreStrategic or Co-development PartnerPublisher/Developer Affiliate partner providing licensing for Guitar Hero franchise music.
  • PBScoreStrategic or Co-development PartnerBroadcast partner for Video Games Live national television special in 2010. Aired in over 90 million homes and became one of the top rated PBS Specials of all time.
  • Game Developers Conference (GDC)majorGTM or Marketing PartnerConvention partner for GDC - the premier professional game developers conference.
  • GamescommajorGTM or Marketing PartnerConvention partner for Gamescom - Europe's largest gaming convention.
  • 50+ Symphony Orchestras WorldwidecoreChannel Partner/ Reseller/ DistributorSymphony affiliates include Houston Symphony, Dallas Symphony, San Francisco Symphony, Philadelphia Orchestra, Sydney Symphony, Beijing Opera Orchestra, and many more. These orchestras co-present VGL shows in their markets.

Scale indicators10 records

Recent moves6 records

Expansion highlights2 records

Video Games Live competitors and assessment

Company assessment

Emerging players

  • The 8-Bit Big Band: New York-based jazz orchestra that re-arranges video game music into big band performances. Operates on a smaller scale but represents the growing trend of curated video game music concerts that could compete for VGL's audience.
  • Video Game Orchestra (Boston): Boston-based concert series performing orchestral arrangements of video game music. A smaller-scale direct competitor that demonstrates the model is replicable by regional ensembles.

Direct peers

  • Eminence Symphony Orchestra: Australian-based symphony orchestra that performs video game, anime, and film music concerts globally. Same core value proposition (orbital game music live), competing for the same niche audience and orchestra partnership model.
  • Distant Worlds: Music from Final Fantasy: Long-running touring concert series performing video game music (specifically Final Fantasy) with full symphony orchestras. Directly competes for the same audience, venues, and publisher licensing relationships as Video Games Live.

Broad incumbents

  • Cirque du Soleil: Premium touring live entertainment spectacle with similar multi-element production (live performance, music, visual, lighting, immersive staging). Comparable as a high-end touring experiential entertainment business model.
  • Live Nation Entertainment: World's largest live entertainment promoter and venue operator. Not a direct competitor on content, but VGL's distribution partner (tickets go through Ticketmaster, owned by Live Nation) and the dominant scale player in the same touring concert market.
  • Blue Man Group: Long-running touring live entertainment property combining music, visual spectacle, and audience interaction. Comparable as a premium experiential entertainment IP with similar touring economics.
  • Disney Concert Hall Programming / Disney in Concert: Established orchestral concert IP-based touring programs (e.g., Disney in Concert, Studio Ghibli concerts) that operate at similar venues with the same live-plus-synchronized-visual format. Represents the broader orchestral-IP-concert category VGL belongs to.

Regional players

  • Awesome Music Fest / Video Game Music Festivals: Music and Gaming Festival (MAGFest) and similar conventions feature video game music performances as part of broader gaming-music programs. They create alternative live venues for VGL's audience and compete for the gaming-music fan's entertainment spend.

Others

  • Mondo / Waxwork Records (Vinyl Soundtrack Labels): Specialty vinyl and soundtrack labels that release video game music in physical formats. Adjacent rather than competitive; they represent the consumer-product ecosystem that markets VGL's same audience and could be a licensing or distribution partner.

Market position

Strengths5 records

Weaknesses5 records

Competitive moat5 records

Key risks5 records

Key highlights7 records

Customer concentration

Video Games Live social profiles

Digital presence

Video Games Live financial estimates

Financial estimate

Revenue estimate

Valuation estimate

Video Games Live leadership team

Management profile

Number of profiles

Profiles8 records

Video Games Live funding detail

Funding detail

Funding overview

Funding rounds

Investors

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

Video Games Live M&A and investment

M&A and investment

M&A

Investments

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Frequently asked questions about Video Games Live

What does Video Games Live do?

Video Games Live produces and tours an immersive live concert event series featuring music from popular video games performed by top orchestras and choirs worldwide. The core offering combines live orchestral performances with synchronized video footage, lighting, special effects, solo performers, electronic percussion, and interactive audience segments at venues across 42+ countries. Supplementary offerings include a series of Billboard-charting live albums, a PBS special, DVD/Blu-Ray releases, premium VIP experience packages, and branded merchandise.

Is Video Games Live a public or private company?

Video Games Live is a private company. It is classified as founder individual operated bootstrapped and is currently operating.

When was Video Games Live founded?

Video Games Live was founded in 2002. It employs 51 to 100 people.

Where is Video Games Live based?

Video Games Live is headquartered in Los Angeles, United States, in the North America region.

How does Video Games Live make money?

Four revenue lines are on record. Concert Ticket Sales are the primary driver. The others are album Sales, DVD/Blu-Ray Sales and VIP Experience Packages.

Who are Video Games Live's main competitors?

Emerging players on record are The 8-Bit Big Band and Video Game Orchestra (Boston). Direct peers are Eminence Symphony Orchestra and Distant Worlds: Music from Final Fantasy. Broad incumbents are Cirque du Soleil, Live Nation Entertainment, Blue Man Group and Disney Concert Hall Programming / Disney in Concert. Awesome Music Fest / Video Game Music Festivals is listed as a regional player. Mondo / Waxwork Records (Vinyl Soundtrack Labels) is listed as an others.

Does Video Games Live have an API?

No public API is recorded for Video Games Live.

What industry is Video Games Live in?

Video Games Live's product category is Live Entertainment / Concert Production. Its primary akta.pro industry code is MPAIAFAL, Event Operations & Venue Services (Box Office, FOH/BOH, Concessions), with a secondary code of MPAGAOAE, Hybrid Concerts & Live Shows (Venue + Remote Audience). Its NAICS code is 7111 and its SIC code is 7900.

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