I was able to recreate it with two lights, a (lightly emitting) backdrop, and a very dark, but slightly violet tinted, world.
The lights are Area lamps with a fairly big size (for soft shadows), illuminating from the two sides, slightly towards the horizon. One is bright pink/orange (750W), the other is a slightly less bright (500W) blue/violet.
Use the Light Path node to make the material appearance different from its influence.
From Add > Input > Light Path use the Is Camera socket to mix between your Emission Shader and a Transparent Shader.
In your shaders, you shouldn't plug a texture directly into the "Material" output.
If you don't want your shader to emit light, but only to diffuse external light based on its color, then add a Diffuse shader.
PS: you can tell that a shader is probably wrong when there is a line between two differently-colored sockets. In your case, yellow ("color info") ...
Just click the drop-down menu to the right of the shading mode buttons in the top-right.
Then enable Scene Lights and Scene World this will override the HDRI to use your scene lighting instead of the look dev lighting setup.
To get transparency working with other objects in eevee, you have to tick a couple not-so-obvious boxes.
First, in Render Settings, tick Screen Space Reflections:
And then under screen space reflections, tick Refraction.
Then in the material menu of the transparent object, tick Screen Space Reflections:
Then adjust the refraction depths slider just below ...