I take it that you have read the wikipedia , where it talks about running full double precision. I would be very suprised if the cell can only do 14GFLOPS running games. I know Sony seem to have made some blunders recently but I can't see anyone making this big a mistake.
http://en.wikipedia.org/wiki/Cell_microprocessor#Console_videogames
The Cell Processor isn't designed to be used as a General Purpose CPU like the x86 series is, and it is talking about the performance in am environment in which the cell designers don't intend on using the cell processor.
Due to the nature of its applications, Cell is optimized towards single precision floating point computation. The SPEs are capable of performing double precision calculations, albeit with an order of magnitude performance penalty. However, there are ways to circumvent this in software using iterative refinement, which means only the values are calculated in double precision where it actually makes sense. Jack Dongarra and his team demonstrated a 3.2 GHz Cell with 8 SPUs delivering a performance equal to 100 GFLOPS on an average double precision Linpack 4096x4096 matrix.
The PS3 supposedly has a 3.2GHz Cell with 7 SPE's with 6 available to developers the 7th being dedicated to the OS, so I would expect the performance to be a lower but still well above 14GFLOPS.
As such comparing the performance of the cell in an environment that it is not designed to do is a bit like taking a racing car and then saying that it performs poorly driving around town and really struggles over the speed bumps. Drop a City Car onto a Race Track and see how it fails to keep up with the racing car.
http://www.realworldtech.com/page.cfm?ArticleID=RWT021005084318&p=1
is quite a good article on the cell, covering what it is aimed at.