I got into games really wanting to work on mobile titles. I though it would be awesome to be like "check this out" and whip out my phone and play some games I've worked on. So far I have worked on a handful of them, but the reality is that far fewer mobile games require or have the budget for good audio.
The main reason is that a lot of people play games muted or on vibrate. You're in the subway, or at school, or whatever and a lot of people want to play quietly and not draw attention. I spoke with a mobile developer at a meetup recently and he somewhat rudely but honestly said "you know what the most important sound is on a mobile game is? The mute button." Even though people are getting expensive headphones now, the audio is still less of a priority for a majority of the titles. There are plenty of mobile games with some amazing audio (Monument Valley, Badland etc.) but I think it gets more of a backseat than in other platforms.
A PC/Console game with poor audio is much more noticeable than a mobile game with poor audio.
I'm with you though I am a huge fan of mobile games, and would love more work in that direction. but my experience is that there is less work there overall.
As for finding gigs in general, go to every game dev/game audio related meetup, convention, and game jam you can. Continue searching and posting online, and getting involved with conversations in the community. Also I agree with what -Pearl Pixel- said , contacting mobile developers you think are talented is a good direction. If I see a really interested game or talented team on tigsource, kickstarter, or twitter/screenshotsaturday I'll contact them directly, and have had some success getting with good teams that way.
Oh also while you're working on different projects, look into what types of music/sfx mobile titles need often and build your portfolio with similar samples. That could help you be prepared when the time comes