I don't think the poll is that informative since multiple answers were allowed. The result would probably be significantly different if the question was single choice and about which their main gaming platform was. People can play candy crush for 5 minutes while waiting for the bus. Doesn't mean they spend much time gaming on a phone.
I already addressed your reply in my first comment.
"Obviously, games with very intensive graphics, etc would prioritize PC/console - but the vast majority of developers aren't creating games with high demand on GPU/CPU resources." This is particularly true for the adult video game arena. These games aren't, if classified as a certain market, would be classified as causal gaming.
As for the survey: the total percentage is 200%. That means the average person chose 2 options in that survey. True, casual games like candy crush and subway surfers are a couple of the most popular.
However, I am assuming you are using a Western Europe/United States/Canada/Australia mindset when determining what most people play on. A sizeable portion of the world's population does not own both a computer and a smartphone, or a console and a smartphone. They own one. When they make a choice, they are choosing not just for entertainment value, but full usefulness in daily life. Smartphone is their choice.
Also, video game $$$$ is mobile-heavy, as well - and yes, a significant portion is from casual games:
Also, consider: there are over six billion people smartphone mobile network subscriptions, world wide. That's about 75% of the entire population of the world, if the subscriptions were one-to-one.
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Whereas the total number of personal computers owned is around two billion. That's closer to 25% of the population.
Access, privacy, portability, revenue, market share, etc. We can have this argument all day long, but it is my advice that game developers - particularly adult video game developers - should focus on mobile playability first, and foremost, that can then also be played on a home computer.