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TheWaveVR

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TheWaveVR offers​ a cross-platform virtual reality experience

Los Angeles, United StatesFounded 2016Consumer Services
Valuation $25–50M Last recorded · 2018
Headcount 100–500 Current team size
Total funding $10–50M Disclosed equity funding
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About TheWaveVR

TheWaveVR, now operating as Wave, was established in 2016 by co-founders Adam Arrigo and Aaron Lemke. The company has positioned itself at the intersection of music, gaming, and virtual reality, aiming to transform how people experience live music performances. Arrigo, the CEO, brings a relevant background from his time as a game designer at Harmonix, where he worked on the successful 'Rock Band' franchise, blending music and interactive entertainment. Lemke, the former Chief Technology Officer who departed in 2020, contributed his expertise as a mobile and VR/AR developer.

The core of Wave's business is a platform that enables artists to create and broadcast live, interactive, and immersive virtual concerts. These events are not simple live streams but are hosted in imaginative virtual worlds, allowing artists to perform as digital avatars. This format provides a new medium for artistic expression, freeing performers from the physical constraints of a traditional stage. For the audience, the experience is designed to be social and engaging, allowing them to interact with the performance and other attendees through their own avatars. Initially focused on VR headsets, Wave has strategically expanded its reach to more accessible platforms, including YouTube, Twitch, and TikTok, significantly broadening its potential audience.

Wave's business model centers on creating new revenue streams for musical artists. The company generates income by taking a percentage of revenue from various sources, including the sale of virtual merchandise, brand sponsorships, and ticket sales for its virtual events. This model has attracted high-profile artists such as The Weeknd, Justin Bieber, John Legend, and Lindsey Stirling, who have utilized the platform to host their own virtual concerts, reaching millions of fans globally. The company has secured significant financial backing to fuel its growth, raising a total of $40 million over several funding rounds, with a notable $30 million Series B round announced in June 2020. In a significant corporate development, Wave acquired the virtual production studio 'Immersive' in November 2024 to enhance its capabilities in creating photorealistic avatars and virtual environments.

Source: Dealroom company data

At a glance

Founded
2016
Headquarters
Los Angeles, United States
Sector
Consumer Services

Investors

4 investors on the cap table

From Dealroom's funding and investor records, grouped by the round each investor first entered.

Seed4 investors entered at this stage

Team profiled 10 named & role-tagged
Founders Hidden — book a demo/100 quality score
Key operators 3 quality Hidden — book a demo/100
Potential founders Hidden — book a demo likely future founders
Startup mafia Hidden — book a demo alumni-founded startups
Talent movements Hidden — book a demo in · Hidden — book a demo out past 12 months

Source: Dealroom Talent Intelligence.

Global footprint

Workforce and web traffic by country
Workforce by country
🇺🇸 United States · Los Angeles HQ
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Market sentiment

Posts on X, past 7 days

An AI-synthesised read of the highest-engagement posts about TheWaveVR on X, ranked by likes and reposts, corporate channels excluded.

Reading the room on X — pulling top posts and synthesizing themes…

Source: X recent search ranked by engagement (likes + retweets) · Synthesis by Claude · Cached for 1 hour

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