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EXCLUSIVE INVITATION:
FREE 14-Day Groove-A-Thon… LIVE!

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Groove-A-Thon Is An Epic, History-Making, Record-Breaking
LIFE-CHANGING 14-Day LIVE Stream
October 6th - 19th
The #GrooveAthon Is ALL About YOU!

On October 6th to 19th, GrooveDigital™ will officially host our long-awaited GrooveFunnels™ product launch.
Even though our team has put in a lot of time, effort and resources into this launch, this 2-week event won’t be about us.

On the contrary, we are going to celebrate YOU - our fellow Groovesters - with an unprecedented 14-day Groove-A-Thon live stream, the first of its kind intended to provide you with tremendous value.

INTERACT. ASK QUESTIONS. PARTICIPATE. LIVE!

That’s right. The entire Groove-A-Thon is created for YOU :)

Meet the GrooveTeam, network with fellow Groovesters, and ask all your burning questions on a live virtual event 100% FREE for you to attend.

This is your opportunity to learn how to maximize the full potential of your GrooveFunnels™ membership, as well as the chance to learn from some of the absolute best experts, entrepreneurs and mentors in the industry.

Not only will fellow GrooveTeam members share their wealth of product knowledge on the best use of the platform, but influential speakers will also join us to coach you on how to leverage on GrooveFunnels™ to grow your business and change your life.

PLUS: For a few lucky participants, our talented GrooveTeam will also be creating websites and funnels for you… LIVE!

Don’t miss your chance to be a part of this once-in-a-lifetime historic event destined to transform dreams into reality.

#GrooveAthon
#GAT
#GrooveDigital
#GrooveFunnels

Frequently Asked Questions

Can I use my own PayPal, Stripe, Merchant Account, Braintree, AuthNet, NMI account with GrooveSell?
Do GrooveFunnels have Custom Domains?
Do pages built with GroovePages load fast and if so why?
Do you have a Facebook Group?
Do you have an Affiliate Program for GrooveFunnels?
Do you have an Affiliate Program for GrooveKart?
Do you have an Affiliate Program for GroovePay merchant account referrals?
Do you mark up transactions with GrooveSell?
Do you offer free hosting?
Do your pages have FREE SSL?
Does GroovePages have Drag-and-Drop technology?
Does GroovePages have Pre-Made high-converting, money-making templates, and blocks?
Does your company have a toll-free support number?
GrooveSell is now Free. Are there any fees?
How do I join GrooveDigitalAdademy?
How does GrooveSell’s GrooveSell-Payments work?
I was a BACKER/BETA-TESTER. What did I get?
Is GrooveKart part of GrooveFunnels?
Is GroovePages SEO friendly?
What are GrooveWorkShops?



What are the Groove Marketplaces?
What else will I need after I purchase GrooveFunnels?
What if I did not buy the upsell?
What is FreePageBuilder?
What is Groove Digital, Inc?
What is GrooveAds?
What is GrooveAffiliate Software and is it part of GrooveFunnels?
What is GrooveAppps?
What is GrooveDigitalAcademy and does everyone get it?
What is GrooveFest?
What is GrooveFunnels and what is included?
What is GrooveKart?
What is Groovekon?
What is GrooveMail and is it part of GrooveFunnels?
What is GroovePages and is it part of GrooveFunnels?
What is GroovePay?
What is GrooveSell and is it part of GrooveFunnels?
What is such a Big Deal about GroovePages being compliant with Google’s “Mobile-First Indexing?”
What is the advantage to the App-Store- Multi-Vendor MarketPlace?
What is the advantage to the App-Store- Multi-Vendor MarketPlace?


What is the difference between a Backer and a Beta-Tester?
What is The difference between Groove[Brand-X] and Groove[Brand-Y]?
What is the difference between GrooveFunnels and ClickFunnels?
What is the difference between GrooveFunnels and Kartra?
What is the GrooveFunnels SDK?
What is the Lifetime Offer for GroovePages And GrooveFunnels and can I still get it?
What is the Marketers Cruise?
What was the GrooveFunnels Upgrade and what are the “FUTURE PRODUCTS”?
What we import leads to GrooveMail?
What will GrooveFunnels have Funnelytics integration?
What will GrooveFunnels have PipeDrive integration?
What will GrooveFunnels have Zapier integration?
What will GrooveFunnels integrate with?
Where can I change my Billing information?
Where can I see software Updates?
Where do I get Support?
Where do I Report Bugs and Request Features?
Who is behind the GrooveBrand?
Will GrooveFunnels be able to do Butterfly Marketing strategies?
Will GrooveFunnels do [FILL IN THE BLANK?]
Will GrooveFunnels have a blogging platform?
Will GrooveFunnels have an agency feature?
Will GrooveFunnels have Automated Webinar Software?
Will GrooveFunnels have Live Webinar Software?
Will GrooveFunnels have robust reporting?
Will GrooveFunnels have split testing?
Will GrooveSell’s have an affiliate marketplace like ClickBank or JVZoo?
Will I be able to Import Funnels with GrooveFunnels?
Will I be able to share funnels?

Groove Member Bonuses

free for life too:


  • Youzign - it’s like Canva for marketers
  • 22apps - build your own custom app

  • GrooveKart - sell products online without worrying about inventory or shipping

  • Slingly - sell and fulfill thousands of professional print on demand products with only a few clicks

  • ReviewTrust - easily display testimonials and reviews on your website, blog, or storefront automatically.

  • Chatmatic - fully automate the conversational process inside Messenger.

  • FTC Guardian - protect your online business with website legal documents and 1-hour online compliance training.

Virtual Reality

 Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. video games) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.[1]


Currently standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology.


"Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[2] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[2]


In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick.


The exact origins of virtual reality are disputed, partly because of how difficult it has been to formulate a definition for the concept of an alternative existence.[5] The development of perspective in Renaissance Europe created convincing depictions of spaces that did not exist, in what has been referred to as the "multiplying of artificial worlds".[6] Other elements of virtual reality appeared as early as the 1860s. Antonin Artaud took the view that illusion was not distinct from reality, advocating that spectators at a play should suspend disbelief and regard the drama on stage as reality.[3] The first references to the more modern concept of virtual reality came from science fiction.


20th century

Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a mechanical device. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use...The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes."[7]


In 1968, Ivan Sutherland, with the help of his students including Bob Sproull, created what was widely considered to be the first head-mounted display system for use in immersive simulation applications. It was primitive both in terms of user interface and visual realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling. The graphics comprising the virtual environment were simple wire-frame model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles.


1970–1990

The virtual reality industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1970 to 1990.[8]


David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory (JPL) from 1977 to 1984.[9] The Aspen Movie Map, a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was created at the MIT in 1978.



NASA Ames's 1985 VIEW headset

In 1979, Eric Howlett developed the Large Expanse, Extra Perspective (LEEP) optical system. The combined system created a stereoscopic image with a field of view wide enough to create a convincing sense of space. The users of the system have been impressed by the sensation of depth (field of view) in the scene and the corresponding realism. The original LEEP system was redesigned for NASA's Ames Research Center in 1985 for their first virtual reality installation, the VIEW (Virtual Interactive Environment Workstation) by Scott Fisher. The LEEP system provides the basis for most of the modern virtual reality headsets.[10]