To be clear, “mobile” is a distinct category from “handheld”. I am not OP, but to answer your question, I think the idea is that to bridge the gap with mobile gaming the Switch would have to… actually compete in that space. IOW, it has nothing to do with sales. Not many people are considering whether to buy a Switch instead of Candy Crush on their phone. If you ask me how many toasters you have to sell to prove to me you’re in the mobile gaming space, I’d reply that you’re committing a category error. You could sell 1 trillion toasters and still not succeed in “bridging the gap between making toast and mobile gaming”. This is of course a hyperbolic example, and gaming is a gradient with more grey areas and plenty of overlap, but arguably “mobile gaming” in particular is so different from the rest that it is fair to categorize quite differently. There is a good argument that it should if anything instead be compared to gambling from a business model perspective, or social media / content consumption given its expected use environment (on the bus, waiting in line, in bed, etc.).