Take that, Science: Flash Game Actually Benefits Scientific Research
Written by Jasmine Maleficent Rea   
The Singapore-MIT GAMBIT Game Lab is a research initiative dedicated to identifying and solving research problems in relation to the digital game industry. You can help out in their research simply by playing a game. [via reddit]:

Pierre: Insanity Inspired is designed to test how failure is communicated to players. The result? A whimsical game about Pierre, a cat artist (don't pretend like you haven't heard of one) that has lost his inspiration, who must soldier on in the face of a tremendously rude art critic. You may be convinced that in-game discouragement will roll off you now, but ten minutes into this brain-frazzling puzzle/action game will likely change your tune.

Dedicate your frustration to science here. There are specs listed on the Pierre information page if you have issues running it.

Comments (8)

I really am the worst player ever. Ended with 7710 points and 20 tries on the last level.
C. Remington Helms , October 02, 2009
I did way worse than that, but I really liked this. However, I enjoy being insulted...
Lance Darnell , October 02, 2009
Rhythm Heaven is more insulting!
Brett Bates , October 02, 2009
@Brett - Is that why you passed it on?
Lance Darnell , October 02, 2009
I'm still angry at that game.
Brett Bates , October 02, 2009
51,590. That dude that constantly stuffs his face into your screen is more annoying than the messages.
Adalberto Herrera Jr , October 02, 2009
The insults didn't affect me one way or the other, but I didn't find the game play particularly compelling. I was bored by the third stage.
Jay Henningsen , October 03, 2009
Hrm. I dunno how to interprit it. The game was a passible flash game. The insults were to repetitive and general to effect me (i've been insulted much more effectively much to many times for that to really strike a chord.) I think that the game must have some scientific reason to be so arbitrary in it's difficulty. Largely you are just waiting for the game to give you the win as a test of patience more then succeeding due to skill. The items are random in appearance and your collectibles are randomly glowing and often times inaccessible in the amount of time given to you. So it's mostly a 'choose your battles and stay alive' game. Also I noticed that pushing objects is about 17 times more effective then jumping over them. I mostly only ended up jumping when a gold spike few at me. Most of the time the field was too cluttered to jump over anything without landing on something else. I'd like to know what the experiment is precisely about but I suppose if that information got out it might skew the results.
Jeffrey Sandlin , October 04, 2009

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