# A small break note

An editorial worksheet from PlaySolitaire / NM Media, September 2026. These prompts are not a tested intervention and do not prescribe a duration or promise better performance.

## 1. Choose the change

- [ ] Step away from the screen.
- [ ] Switch to one chosen leisure activity.
- [ ] Pause without adding another task.

What I will do: ____________________

## 2. Choose a boundary

- [ ] A time I choose: ____________________
- [ ] My next commitment: ____________________

Leave any transition time that commitment needs. Completing or winning a game does not have to be the condition for returning.

## 3. Leave a way back

The first small action I will take on returning: ____________________

## Afterward

How do I feel? ____________________

What is my next action? ____________________

Feeling refreshed and performing better are different outcomes. Enjoying a pause does not have to be justified by an increase in output. If you want to make a performance claim, define and measure the relevant performance outcome.

## Evidence behind the accompanying article

- [Albulescu et al. (2022): Give me a break!](https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0272460)
- [Ariga and Lleras (2011): Brief and rare mental breaks keep you focused](https://doi.org/10.1016/j.cognition.2010.12.007)
- [Helton and Russell (2012): Brief mental breaks and content-free cues may not keep you focused](https://link.springer.com/article/10.1007/s00221-012-3065-0)
- [Huang et al. (2026): Effect of breaking up prolonged sitting with physical activity on executive function](https://doi.org/10.1186/s12966-026-01942-9)

The reference chart transcribes the 2022 review's Table 3 main estimates. Its values are standardized effects, not percentage changes. Positive fatigue effects mean less fatigue. Outcome samples overlap and must not be added. No game-specific benefit or universal ideal duration is established.
