I've explained this before, and the reason you need more FPS on games compared to TV/FILMS etc is simple, 'Motion Blur',
"the most important factor in the theater is the artifact known as "motion blur". Motion blur is the main reason why movies can be shown at 24 fps, therefore saving Hollywood money by not having to make the film any longer than possible (30 fps for a full feature film would be approximately 20% longer than a film shown at 24 fps, that turns out to be a lot of money). What motion blur does is give the impression of more intervening frames between the two actual frames. If you stop a movie during a high action scene with lots of movement, the scene that you will see will have a lot of blur, and any person or thing will be almost unrecognizable with highly blury detail. When it is played at full 24 fps, things again look good and sharp. The human eye is used to motion blur (later on that phenomena) so the movie looks fine and sharp."
Basically in game you do not have natural occurring motion blur, you see each and every frame clearly so there for notice the slow down frames allot more, mainly in fast action first person games that require you to pan the camera (your point of view) around quickly, company's have recently learned that integrating motion blur into games to emulate what you see on TV or the Movies can help give you the impression that you are getting a constant frame rate, like in the PC game Crysis for example, many people found that even at around 25 frames per second the game unlike many others at this frame rate was quite playable, this was due to the implementation of the motion blur, I think once game engines become better and they can be programmed to emulate motion blur more intelligently then the need for such high frame rates in games will not be as important, the problem with PC games atm the moment is the way in which they show you your environment is too perfect, even in real life with using your very own eyes when you pan across to view something quickly you have motion blur.