Dan Porter, founder of OMGPop (creators of Draw Something) and now head of Digital William Morris and Digital IMG, posted an article on Medium recently titled “Should we be worried about mobile games ” Porter noted that he had seen only five games in the top 25 apps on the App Store list recently. (More precisely, he was referring to the Top Free Apps list on the App Store.)

Porter’s thesis is that “social was the new fun” due to the large number of social apps in the top 25. He offered five reasons why we’re seeing fewer games in the top of the free charts: Everyone is spending more time on social; social is also open to a younger audience. Mature games take up our time (meaning, games we already have, so we don’t need to download them); continued focus on single player games; and saturation of the App Store.

“Yes we should be worried,” Porter concludes. “My iPhone is no longer a game device. It’s a social network, chat, texting, Netflix watching, sports streaming, photo editing powerhouse and that leaves me less time for gaming.”

From this corner, it looks like Porter is precisely wrong in what he’s worried about — he should be worrying about the future of social apps. Check out the list on the App Store that Porter didn’t look at, the Top Grossing iPhone Apps. You’ll notice that of the top 25 grossing apps in the App Store, precisely 4 of those are not games. Of those four, two are music apps (Pandora and Spotify) and two are dating apps (Match and Zoosk). The social apps are nowhere to be seen, at least in terms of making money directly. Shouldn’t we be more worried about companies that aren’t profitable, but that are living off of investment while searching for a revenue model

Time spent playing games is only one way to measure the health of a business, and it’s less important than revenue (at least, to companies interested in surviving for the long term). Game playing as a leisure activity is thriving, and it’s across multiple devices: Smartphones, tablets, consoles, PCs. Often it’s the same game being played on multiple platforms. What matters to publishers is the length and depth of engagement of players, with the actual platform becoming less important. As Rumble Entertainment CEO Greg Richardson noted, games should strive to be where the players want them: “I want it to be with me wherever I am, I want it to work correctly, and I want it to be incredibly engaging and fun.”

Now, this is not to say that launching mobile games is easy. No, as we’ve noted before, it’s tougher than ever. Getting noticed is difficult, and engaging customers for the long term and monetizing games are difficult tasks indeed. It’s also true that time spent playing games on mobile devices didn’t grow as much last year as other mobile device usage categories did. But smartphones are still selling strongly, and game usage did increase by 30 percent over 2013. It’s not that mobile games are going away, it’s that people are finally discovering other thins they can do with their mobile phones besides play games and send messages.

Game developers and publishers should instead be worried about how their game is going to find an audience and make money, not that mobile games overall are in a downturn. If anything, it seems that the top mobile games are capable of making more money than ever. As the number of smartphones in use around the world grows by another billion or two over the next few years, there should be more potential than ever for mobile games.

It’s up to game makers to figure out how to reach this expanded audience. Porter’s points about social apps taking more time, and social apps appealing to younger demographics are worth noting as things games should try to address. As the total potential gaming audience expands, there will be opportunities for games of types we never envisioned — Kim Kardashian: Hollywood is a perfect example of this, reaching a very large audience of people who were never in the past much of a target for game developers.

Let’s worry about how to make better mobile games that reach more people and engage them longer, not about whether mobile games are fading away. Not when the vast majority of App Store revenue is generated by games.