Campbell, Aidan V. https://orcid.org/0000-0002-7700-0012
Depow, Gregory J. https://orcid.org/0000-0001-9995-4143
Agarwal, Srishti
Inzlicht, Michael https://orcid.org/0000-0001-9297-6497
Funding for this research was provided by:
Canadian Network for Research and Innovation in Machining Technology, Natural Sciences and Engineering Research Council of Canada (RGPIN-2019-05280)
Gouvernement du Canada | Social Sciences and Humanities Research Council of Canada (435-2019-0144)
Article History
Received: 22 December 2024
Accepted: 7 July 2025
First Online: 24 July 2025
Competing Interests
: The authors acknowledge a potential competing interest related to this project. Amuse Labs, a company that develops puzzles for commercial and personal use, partnered with the research team to create the Sudoku puzzles used in Studies 2a and 2b and provided their platform for data collection. As part of this collaboration, a software engineer from Amuse Labs, Srishti Agarwal, was included as a co-author. All analyses and interpretations were conducted independently by the academic authors, who have no financial ties to Amuse Labs. While Amuse Labs may benefit commercially from findings that support the value of effortful leisure, including puzzling, their involvement was limited to the provision of materials and data collection tools, and they did not influence the research outcomes.