Despite the less suitable screen size, when it comes to video most activity is taking place on smartphones rather than tablets, according to Flurry.
Out of the top 200 mobile device models deployed in the market, research from Flurry shows that about 16% of devices have screen sizes that are 3.5" or less in diagonal length. A full 69% of devices are between 3.5"and 4.", which includes iPhone. And 7% of the device models in use are full-sized tablets such as the iPad.
Nearly a third of time spent playing games take places on larger devices, namely full-sized tablet, small tablets and phablets, the research found. And they represented only 15% of device models in use in February and 21% of individual connected devices.
But video is more often viewed on smartphones. "It's somewhat surprising that tablets, which possess larger screens, do not see a larger proportion of time spent," the company said. "An explanation for the high concentration in time spent in smartphones could be that consumers watch videos from their smartphones on-the-go (e.g., commuting to work on public transit), whereas they opt for a bigger screen to watch video (e.g., computer or TV) when at work or home."
It added: "We expect that tablets may represent a greater share of time spent in book and video apps in the future as tablet ownership expands and tablet owners branch out into more types of apps."
Tablets do show the most over-indexing of usage, especially in games. "The success some game developers are having with a tablet-first strategy, like dominant game-maker Supercell, may also inspire developers of other types of apps to consider focusing on tablets," said Flurry.
"As OEMs experiment with an ever-expanding array of form factors, developers need to remain focused on devices most accepted and used by consumers," the firm added. "From our study, consumers most prefer and use apps on medium-sized smartphones such as the Samsung Galaxy smartphones and full-sized tablets like the iPad. In particular, smaller smartphones under-index in terms of app usage compared to the proportion of the installed base they represent, and would suggest they are not worth developers' support."