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Delayed · 02:45 ET
Technology

Apple Builds Two iPhone Game Controllers Under the Beats Name

Two iPhone game controllers are in development at Apple and will likely carry Beats branding, Bloomberg's Mark Gurman reports, after code references surfaced in macOS 26.7.

Sophie Bennett 7 min read
Close-up view of hands gripping a wireless gaming controller.

Bloomberg's Mark Gurman reports that Apple is developing two game controllers for the iPhone that will likely be sold under the Beats brand, following MacRumors' discovery last week of two references in macOS 26.7 code to first-party game controllers.

Apple is building game controllers for the iPhone. Bloomberg's Mark Gurman reports that two separate devices are in development, and that they will most likely reach the market wearing the Beats badge rather than the Apple one. The claim lands a week after MacRumors said it had found two references inside the code of macOS 26.7 to game controllers flagged as first-party hardware \u2014 the kind of artefact that usually shows up when an accessory is being wired into the operating system ahead of launch.

Talk of Apple entering the controller business is not new; it has circulated for years without producing a product. What is different this time is that the rumour is arriving from two directions at once: a reporter with a long record on Apple's hardware roadmap, and strings buried in shipping software. Neither confirms a launch date, a price, or what the two devices actually are. But together they suggest something further along than a patent filing.

Why the Beats badge and not the Apple one

Putting a controller under Beats is a revealing choice. Beats is the brand Apple reaches for when it wants to sell something colourful, cheaper and less precious than the flagship line \u2014 headphones and speakers that sit below AirPods on price without dragging the Apple name down-market. A controller is exactly that kind of product. It is a commodity category with established price expectations, it lives in a drawer rather than on a desk, and it gets thrown in a bag.

The Beats route also gives Apple room to be playful with colours and materials, and to iterate quickly, without every design decision being read as a statement about Apple's industrial design language. And it lets Apple compete on price against accessory makers without setting a precedent that Apple-branded hardware can be inexpensive.

Two controllers, rather than one, hints at segmentation: plausibly a clip-on unit that grips the phone and a standalone pad that pairs wirelessly, or a basic tier and a premium tier. The lead offers no detail on the split, and neither the code references nor Gurman's report, as described, specify form factors.

The gap Apple would be filling

The iPhone is one of the largest gaming platforms on earth by revenue and by installed base, and it is the only one where the first-party vendor sells no controller. Sony and Microsoft ship pads with their consoles and sell spares at a healthy margin. Nintendo builds the controller into the machine and charges again for extras. On iPhone, that entire slice of the hardware economics has been left to third parties \u2014 Backbone, Razer, Logitech, 8BitDo and others \u2014 who build against Apple's own controller framework and take the accessory revenue.

Apple has spent several years trying to make the iPhone credible for the kind of games that need a physical stick and shoulder buttons: console ports, higher-end titles, subscription content through Apple Arcade. Every one of those efforts runs into the same friction \u2014 touchscreen controls are a poor substitute, and buying a controller means researching a third-party accessory that may or may not fit your case. A first-party pad sold in Apple's own stores removes that step. That is the strategic argument, and it is a stronger one than the hardware margin by itself.

The counter-argument is equally straightforward. Apple's accessory partners have built real businesses on this gap, and Apple moving in compresses them in the same way AirTags squeezed Bluetooth trackers and AirPods reshaped wireless earbuds. For Logitech and the specialist controller makers, a Beats-branded competitor with default shelf placement is a direct threat to a product line, even if the overall market grows.

What it would and would not move for Apple

Set expectations carefully on the financial side. Accessories are a rounding error against iPhone, and controllers are a small category even within accessories. If this ships, it will not be a line item investors can see. Its value is in what it enables: more hours played on iPhone, better conversion for Apple Arcade, a stronger pitch to developers weighing whether to port a controller-first game to iOS, and a tighter loop with the Apple TV, where a decent controller has always been the missing piece for gaming on the box.

The other read-through is ecosystem control. A first-party controller means Apple sets the reference standard for latency, haptics and pairing behaviour, and can tune the operating system around hardware it owns \u2014 the same playbook that made AirPods work better with an iPhone than anything else does. That advantage is hard for third parties to match, and it is usually where the complaints from accessory partners begin.

Where the shares sit

Accessories are a rounding error against iPhone, and controllers are a small category even within accessories.

Apple Inc. (AAPL) last traded at 332.27, up 1.75% from a prior close of 326.57, on a session that ranged from 326.30 to 336.22, according to the most recent close on 11 September 2026. That gain ran roughly 0.88 percentage points ahead of the Nasdaq 100 tracker (QQQ), which finished at $714.88, up 0.87% \u2014 an illustrative comparison of the two closes rather than a reported figure. The S&P 500 tracker (SPY) closed at $764.29, up 0.85%, and the Dow 30 tracker (DIA) at $525.79, up 0.97%.

None of that move is attributable to a controller rumour, and nobody should pretend otherwise. A peripheral, however well executed, does not shift a company of Apple's size. The market data is context for where the stock stood going into the report, not a reaction to it.

What would confirm it

The signals to watch are practical. More code references in subsequent macOS and iOS point releases, particularly ones that name form factors or button layouts, would indicate the hardware is being integrated rather than merely sketched. Regulatory filings for wireless devices are the usual final tell before a launch. And Beats product cycles \u2014 which tend to run on their own calendar, separate from Apple's September event \u2014 would be the natural vehicle.

The reporting, as relayed by The Verge, does not carry a timeline. Apple has not commented, and code strings have a habit of describing products that never ship. Treat this as a project in development with two independent indicators pointing the same way, rather than an announced product.

Frequently asked questions

What exactly did Bloomberg report about Apple and game controllers?

Bloomberg's Mark Gurman said Apple is developing two game controllers for the iPhone, and that they will most likely be sold under the Beats brand rather than the Apple brand. The report, as relayed publicly, did not specify a launch date, pricing, or the form factors of the two devices.

What was found in the macOS 26.7 code?

MacRumors reported last week that it had located two references within macOS 26.7's code to game controllers identified as first-party hardware. Such references typically appear when an accessory is being integrated into the operating system, though code strings sometimes describe products that are never released.

Why would Apple use the Beats brand for a controller?

Beats is Apple's lower-priced, more colourful consumer hardware brand, used for headphones and speakers positioned below AirPods. A game controller is a commodity category with established price expectations, so Beats branding lets Apple compete on price and design without applying the Apple name to an inexpensive accessory.

Who would be most affected if Apple ships a controller?

Third-party iPhone controller makers such as Backbone, Razer, Logitech and 8BitDo, which have built businesses around the absence of an Apple-made pad. A first-party product with default placement in Apple's retail channel would compete directly with them, even if the overall category grows.

Would controllers meaningfully affect Apple's revenue?

Almost certainly not as a visible line item. Accessories are small relative to iPhone revenue, and controllers are a niche within accessories. The strategic value lies in increasing iPhone gaming engagement, supporting Apple Arcade subscriptions and making the platform more attractive to developers of controller-based games.

Where did Apple shares last close?

Apple last traded at 332.27, up 1.75% from a prior close of 326.57, with a session range of 326.30 to 336.22, as of 11 September 2026 at 20:00 GMT. The Nasdaq 100 tracker QQQ closed at $714.88, up 0.87%, on the same session. The move is not attributable to the controller report.

Sources

Photo: Yan Krukau · Pexels Licence — source

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