Golf's Next Generation
Piet@piet
+1.5%
since Sep 29
The idea
I believe golf keeps growing over the next few years as younger players enter the game, so I built this to own the whole path they move through: clubmakers and gear, the retailers and apparel brands that catch a new player's first purchases, the tech and venues like simulators and driving ranges that hook people in, and the infrastructure companies keeping courses running as demand for tee times rises.
What it owns
- The simulators, driving-range venues, and gadgets that pull people into the game before they ever book a tee time. · GarminIt makes golf watches and launch monitors that appeal to data-focused younger players moving from simulators to the course., EPR PropertiesIt owns the real estate beneath Topgolf venues, which serve as entry points for younger players before they reach traditional courses., DraftKingsIt converts a growing younger golf audience into betting volume through tournament wagering as viewership and engagement rise.20%
- More rounds played means more spending on the mowers, irrigation, and carts that keep courses open. · Toro CompanyIt supplies the mowers and irrigation systems courses buy when tee times fill up and maintenance budgets expand., SiteOne Landscape SupplyIt supplies fertilizer, seed, and turf products that courses need more of as wear from increased rounds intensifies., Deere & CompanyIts turf equipment business benefits from course upgrades and maintenance spending as rounds played increase industry-wide., TextronIts E-Z-GO golf carts see higher demand when courses invest in larger fleets to handle increased rounds played.20%
- Younger players treat golf as a style, and these brands sell the look on and off the course. · Lululemon AthleticaIts apparel aligns with the athleisure style younger golfers already wear, positioning it for that demographic shift., NikeIts golf apparel and shoes capture early clothing spending from new younger players entering the game., Ralph LaurenIts RLX golf line captures the style upgrade phase as new players become more committed and increase apparel spending., Under ArmourIt makes full golf apparel lines targeted at younger athletes, positioning it to grow with that demographic's participation.19%
- The companies that make the clubs, balls, and gloves every new player eventually buys. · Acushnet HoldingsIt owns Titleist and FootJoy, the premium brands players trade up to once they commit to the game., Amer SportsIts Wilson brand makes starter sets that catch new players before they graduate to premium equipment makers.16%
- Where a beginner actually spends in year one: starter sets and fittings at big sporting-goods stores. · Dick's Sporting GoodsIts Golf Galaxy stores are where new players buy their first sets and get fitted, capturing early spending in the retail channel., Academy Sports and OutdoorsIt sells budget starter gear that removes the financial barrier for beginners, supporting the entry-level part of the growth wave.15%
- Cash10%