DinkyBalls.
The Personalities of Pickleball.

Players don’t buy a logo. They buy the feeling of being seen.

The sport is real.
The sport reached 24.3 million U.S. participants in 2025, up 22.8% year over year and 171% over three years, making it the fastest-growing sport in the U.S. for the fifth straight year.

The business around it is real.
Court development continues, sponsor rosters are expanding, and broader market estimates now place the U.S. pickleball market around $1.1B in 2025 and the global market around $2.6B in 2026, with apparel and equipment expected to grow substantially over the next decade.

What the category still lacks is a defining character-driven brand.
Pickleball has paddles, apparel, tournaments, clubs, and coaching. What it does not have is a brand that captures how players actually see themselves and each other.

DinkyBalls fills that gap.
DinkyBalls is the personality layer of pickleball. Most brands in this space sell performance, paddles, or generic lifestyle gear. DinkyBalls sells recognition, the feeling of being seen on the court and known off it. That is the white space. And no one else is in it.

The World of Pickleball.

Backyard Beginnings.

Pickleball was created in 1965 on Bainbridge Island, Washington by Joel Pritchard, Bill Bell, and Barney McCallum. What began as a backyard game is now a mainstream participation sport with national governing bodies, professional tours, major sponsors, and a rapidly expanding place-to-play footprint.

Why it keeps growing.

Easy to learn, fast to enjoy, and built for social play. Pickleball works across generations and skill levels, blends sport, community, and lifestyle, and is doubles-dominant by nature — which means every game is shared and every court becomes a community. USA Pickleball's 2025 report shows 82,613 known courts across 18,258 locations nationwide, with more than 2,300 new locations added in 2025 alone. That is not just participation growth. That is infrastructure growth.

Why this matters for licensing.

24.3 million U.S. participants in 2025. Up 22.8% year over year. Up 171% over three years. A $1.1B U.S. market with a $2.6B global market projected for 2026. The audience is assembled. The infrastructure is built. The culture around it is still being defined. That last part is where DinkyBalls lives.


Why This Creates a Licensing Window.

Most emerging sports categories mature in stages:

Equipment. Apparel. Events/Media. Cultural/Lifestyle IP

Pickleball has already moved through the first three. Equipment brands exist. Clubs and leagues are scaling. Sponsorship and media are growing. What remains open is the white space around identity, humor, ritual, gifting, and player self-recognition. That window does not stay open forever.

Pickleball is no longer too early.

It is already big enough to matter. But it is still early enough for a brand to define part of the culture. That is why now matters.


Where DinkyBalls Came From.

DinkyBalls did not come from a brainstorm. It came from standing courtside and watching people.

Lisa and Dustin DeMeritt built and ran Pickles Indoor Pickleball Club before exiting in a documented $1.6M cash sale. During those years, they were not just operators; they were observers. They watched the same personalities appear, court after court: the one who made every newcomer feel like family, the one who slammed every ball with total commitment, the patient strategist who drove everyone crazy with lobs, the local legend who moved slowly and never seemed to lose.

These were not invented characters. They were observed ones. That distinction is the brand's most defensible asset. A competitor can hire a designer. They cannot replicate years of lived proximity to the culture.

"We weren't trying to build a brand. We were trying to hold onto a feeling we were afraid the game might lose." Dustin DeMeritt

"The moment I knew DinkyBalls was something bigger was when I started seeing people recognize themselves in it, not just laugh at it, but feel it." Lisa DeMeritt


What DinkyBalls Is.

DinkyBalls is the personalities of pickleball.

It is a character-driven brand built for self-identification, gifting, collectibility, lifestyle extension, content and storytelling, and repeatable product worlds. Most pickleball brands sell performance paddles, instruction, or generic lifestyle gear.

DinkyBalls sells recognition. Players do not just buy a logo. They buy the feeling of being seen.

At the center of the universe is Be You: 12 Pickleball Lessons for Life, a published children's book that pairs a life lesson with each of the twelve characters. Be brave. Be kind. Be curious. Be persistent. Be yourself. The book is not a product extension. It is proof that DinkyBalls carries a value system, not just a visual identity. A brand with characters is a catalog. A brand with characters and a value system is a legacy

The Dinky Dozen.

  • Paddy, The Ambassador

  • Banger, The Whamm’er Slamm’er

  • Lobber, The Airborne Ace

  • Legend, The Nostalgic Noble

  • Coach, The Endless Educator

  • Joy, The Cheerful Champ

  • Swallz, The Sweaty Swatter

  • Whacko, The Fanatic

  • Blaze, The Sporty Inferno

  • Wicked, The Menacing Master

  • Noo”B”, Playful Prodigy

  • Buzzie, The Guru-of-Gab

Why the Characters Work.

The characters work because they are culturally rooted, not designed. Every pickleball player recognizes these personalities immediately, not because they were told to, but because they have met them.

Players recognize the type immediately. People identify with one or more characters. Friends and partners use them to describe each other. The names feel like inside jokes that need no explanation. Each one creates a clear and distinct gifting opportunity.

What makes this uniquely licensable: players do not just identify with one character. They identify with several and immediately use them to describe the people they love. The person who hands their partner a Banger mug is not buying a product. They are saying, "I see you." That double recognition, laughing at yourself and knowing exactly who else belongs on the shelf, is what drives gifting behavior at scale.

A single mascot gives you one lane. Twelve culturally rooted characters give you every relationship on every court in America.


Why the Characters Are Clever.

The cleverness is not just in the illustration. It is in the cultural recognition.

“Banger” is funny because it is true.
“Lobber” is funny because every court has one.
“Coach” is funny because the game is full of them.
“Legend” is funny because pickleball always has its local legends.
“Noo’B’” works because the sport is still onboarding so many first-timers.

That is why the IP feels sticky. It reflects behavior players already understand. This is the difference between a designed character and a culturally rooted one.


The DinkyBalls Universe.

DinkyBalls is not one logo or one hero character. It is a connected universe of player personalities, each with a distinct identity, voice, and visual point of view. Together they form a scalable system that can expand across categories, collaborations, and formats without losing clarity or consistency.

What that unlocks: single-character products, grouped collections, pattern and repeat applications, seasonal stories, giftable pairings, character-led displays, content series, youth extensions, and digital experiences.

This is what makes the brand licensable.


Proof of Early Pull.

DinkyBalls is early. The signal is already real, built entirely through organic growth, with zero paid acquisition.

Current internal operating data shows:

  • 2,300 units sold / $75,000+ revenue

  • 730 online orders

  • $40 online AOV

  • 57% gross margin

  • 30,000+ online store sessions

  • 15% returning customer rate

  • 35+ primary selling events/activations

  • Average event revenue $1,000

  • Average event sell-through of 75%

  • 5 Active club/pro-shop placements

  • Headwear is the top revenue category at 50%

  • Revenue mix: Onsite: 52%, Shopify: 39%, Collabs & Other: 9%

The brand performs especially well in physical environments where people can see, feel, laugh at, and identify with the characters in real time. This is not hypothetical interest. It is early behavior.

  • 21K+ followers in under a year

  • Quiz and play-map participation

  • TikTok filter built for shareable identity

  • Media exposure, including being featured in The Pickleball Effect

  • 12 Pickleball Lessons for Life: a self-published children's book already resonating with readers, extending DinkyBalls into youth, gifting, and publishing categories


Why This Licenses Well.

From a licensing and manufacturer perspective, DinkyBalls works because:

It owns a white space.
No defining character-driven pickleball brand currently owns how players see themselves.

It creates repeatable product logic.
The same character system can support gifting, apparel, home, youth, paper, collectibles, and content.

It supports self-purchase and gifting.
People buy for themselves, for partners, for teammates, for coaches, and for friends.

It is visually ready.
The brand already has characters, patterns, marks, palette, and applications in use.

It is founder-led and culturally active.
The creators are still building the world, not just managing a catalog.


Small Wins First.

The strongest near-term opportunity is in gifting, impulse, and everyday identity products.

Lower risk. Easier retail entry. Broad audience. Fast turns. High "that's me / that's them" behavior. Easy self-purchase and gifting logic.

The gifting behavior is already happening organically. People buy a Banger hat for the friend who smashes every ball. They grab a Noo'b book for the neighbor who just started playing. They hand a Swallz headband to the partner who never stops running. The characters do the gifting work automatically. A licensed product line is how that behavior scales.

Examples: mugs, calendars, blankets, greeting cards, stickers, bag tags, small home items, and partner/doubles gifts. Easy to pick up. Easy to gift. Easy to relate to. This is exactly the kind of behavior that works in discovery-driven retail environments and specialty channels.


Path to Scale.

Play: sporting goods and equipment, wellness and performance accessories

Wear: apparel, headwear, footwear, bags, travel, and everyday accessories

Live: home décor, living, youth, toys, games, and collectibles.

Experience: publishing, media, digital content, gaming and interactive, education and training, and selective food and beverage partnerships

This is not a random expansion. It is character-led expansion.


Why Dustin & Lisa Matter.

A licensee is not just buying art files. They are buying into a world that still needs cultural oxygen.

Dustin and Lisa are a meaningful part of the case because:

  • They built and exited a real indoor pickleball club: $1.6M cash sale documented in Facility Magazine

  • They have a court-level insight into player behavior

  • The brand came from actual observation, not trend-chasing

  • They are still creating, showing up, and building the world

  • They understand community, story, and how pickleball culture actually forms

This is an unfair advantage. A competitor can design characters. They cannot easily replicate the lived origin and ongoing proximity to the culture.


Founders Commitment.

  • Continuing to build the DinkyBalls world

  • Creating new character-led stories, content, and expression

  • Supporting product ideation and category fit

  • Staying active in clubs, events, and community touchpoints

  • Amplifying partners through social, content, and real-world activation

  • Helping identify which characters, products, and stories are pulling hardest

  • Protecting the integrity, humor, and relatability of the brand

That commitment matters because great licensing programs do not just extend a brand. They keep it alive.

Pickleball’s participation growth is proven, and its sponsor and product ecosystem is scaling. Broader market estimates now place the U.S. pickleball market around $1.1B in 2025 and around $2.6B in 2026, with apparel and equipment expected to keep growing substantially over the next decade.

But the bigger point is this: The next phase of pickleball is not more paddles. It is brands that capture the culture; the personalities, the rituals, the feeling of belonging to something. That window is open now. It will not stay open forever. DinkyBalls is early enough to matter and developed enough to move.

Why now.

Interested in licensing DinkyBalls?