Pilot feasibility study shows acceptability of active video games for increasing physical activity in adults with chronic fatigue syndrome, indicating potential interventions.
Objectives People living with myalgic encephalomyelitis/chronic fatigue syndrome (ME/CFS) may face unique barriers to physical activity. Active video games may overcome these barriers and increase physical activity. The primary aim of this pilot study was to determine the feasibility and acceptability of active video games to increase physical activity levels of people with ME/CFS. Methods A mixed method design was employed. Adults living with ME/CFS were randomised to a six-month intervention of (1) pacing, (2) pacing and conventional physical activity, or (3) pacing and active video gaming. Feasibility and acceptability were determined through semi-structured interviews. Health-related outcomes (e.g., physical activity, blood samples, quality of life, and functioning) were also collected. Results Fifteen people were assigned an intervention group with 12 completing. Three themes were identified from post-intervention interviews (1) positivity led to overall acceptability, (2) flexibility enabled participant autonomy, and (3) knowledge was gained about the self. No changes were seen in physical activity levels. An active video gaming intervention is acceptable but not feasible for people living with ME/CFS. Conclusions Taken together, results suggest that physical activity can be managed safely by some people living with ME/CFS. Trial registration ACTRN12616000285459.
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Tarca et al. (2025) studied this question.
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