Tag Archives: Pokemon Go

Pokémon Go – a ‘game’ changer for mobile device power

Pokémon Go (referred to in this post as PG from now on) has been around in the UK for a while (since mid-July). I started playing it (largely out of curiosity initially) in August, on a visit to London for a few days, where we went to some exhibitions and to the Great British Beer Festival. I was quickly captivated by the game – it fits in well with my interest in travelling, and is, in a sense, complementary to Swarm/Foursquare, which I already use all the time. Travelling to new places and discovering new Pokéstops is fun and an education in itself, as well as is (of course) catching new Pokémon.

The main purpose of this post is not to discuss PG itself, but the issues involved in using it on a mobile device. I currently have a Sony Xperia Z3, running Android 6.0.1. The PG app is relatively memory-intensive (220 Mb, compared with Facebook at 320 Mb), and although it can be installed on an SD card, I found that it was less stable then, and had a tendency to crash. So I am now running it on the phone’s internal memory. It runs pretty well, although the latest update (0.37.1) seems to take a bit longer to start up. It only works properly if it can get a GPS fix, and needs a good data signal. Wi-Fi or 4G are best, but it will work (just about) with a decent GPRS signal (‘2G’) which is still all that is often available outside cities and urban conurbations. It doesn’t usually work well when travelling, unless the phone has a clear sky view, since otherwise it can’t get a GPS fix, and often the data signal is poor as well in these situations. I have been able to use it on a bus going through a town, as long as it is either a single decker, or I am on the top deck of a double decker (so the phone can get a GPS fix).

The introductions to PG that I have read stress the need for a good data plan. I have not found this to be a problem, especially as I use Wi-Fi whenever possible. The other thing they talk about is power consumption, and as my time playing the game has increased, this has indeed become an issue. For example, let us suppose that I am able to play the game with my phone connected to its charger. I have found that the power demands of the app almost balance the power supplied by the charger, and I can’t charge my phone while the app is running! It isn’t surprising then that a fully charged phone doesn’t stay charged long if PG is running continuously. I have used two approaches to get round this problem. The first is to always carry portable rechargeable power supplies with me. I already did this in my pre-PG days, as with my normal heavy use the phone didn’t always last a full day. The difference is now that I carry 3-4 of these with me when travelling, all of which have to be charged before a trip, and recharged during it if it is longer than a day. This requires considerable organisation and planning, and when staying in a hotel, ones with multiple power points are now my favourites! The second approach is to try to be sparing about when the app is running. If it is hatching eggs, it needs to be left on when walking, but otherwise, switching off the app whenever you can is recommended. But this isn’t always possible if (for example) you are in an area with lots of Pokéstops and Pokémon, in which case, switching supplies is the only option once the phone gets low on power.

In conclusion, PG is great fun, but successful and extensive use with a smartphone requires careful planning to ensure you don’t run out of power just when you reach a particular Pokéstop, or an area teeming with interesting new Pokémon! This may become less of an issue as battery technology improves, but for now it is a serious consideration. That reminds me, it’s time to check my portable power supplies!