Hello there, non-FPS chaser here, too (refer to my other Bora Bora post here), BUT: your comparison with movies produced for the silver screen versus computer games only brings you that far!
The flaw in your argument: movies are recorded with analogue cameras. Even when captured with digital cameras there is still an “analogue part (process)” in it, specifically the sensor which captures “analog data” (well, “light waves”) - which is then later converted to digital data.
What I am getting at is the exposure time which - for the mentioned 24 FPS cinema movies - is up to 1/24 second. A loooong exposure time.
And what does such a long exposure time naturally produce? That’s absolutely the correct answer: “motion blur”!
And it is exactly this “natural motion blur” in movies that makes our brain believe that we are looking at an absolutely smooth scene - except sometimes our brain cannot be fooled! And that is actually exactly in scenes with “fast panning cameras”, or in other words: “Our brain actually does detect that we are only looking at 24 FPS”. But since most of the scenes are “static” (the camera is on a fixed tripod, or only slowly moving forward or backward etc.) we do not notice.
(And in some action movies the “scene cut frequency” is so ridiculously high that our brain cannot cope with this “information overflow”, and being further “dumbed down” with loud explosions, screaming and flashes… so we do not detect the “stutter” ;))
Computer games on the other hand create a crisp and sharp image, which is - without mercy - displayed in high-quality monitors right in front of you, showing with at least 60 Hz refresh (not FPS) rates (or sometimes 120 or even 240 Hz). So every pixel that does not move smoothly is registered by our brain as “stutter”.
Of course there are techniques in computer graphics as well (specifically for movie effects, of course) which try to “smoothen” the movements. In fact, that’s what the “Motion Blur” option in FS 2020 is doing 
But again, comparing “video computer graphics” with “cinematic, slow moving sequences” doesn’t do justice to the demands we have for “computer games”.
UPDATE: What @Aeluwas said 