Well, human-eye, perceptions of flicker and the like really don't apply much to videogames, in my opinion. Cinema/movie rates are generally 24 frames per second as this far exceeds the eye's ability to "perceive" fluid motion. Refresh rates of monitors as well as LCD's also remove flicker outside what a game engine/3d engine is pumping out as far as transitions also, so this becomes a moot point (finally!) now too! hehe.
But it's really not perceived motion that impacts games. It's moreso how they are written and "look/control/feel" that drives higher framerates.
Example- you could set up a 35mm motion camera and watch a racing game at 24 fps, then record the same racing game at 60 fps. As the camera will only record at 24 fps, a viewer then watching the movie really wouldn't notice any reduction in fluidity in the motion. Heck, if the camera could record at 60fps, there still wouldn't be any real, massive measurable perception of difference between the two either just WATCHING that movie after the fact.
This is totally different from the player playing the game being recorded! The response time (for many games) between his thumb, the input loops and feeback refresh of the newly presented frame that his brain is now seeing/adjusting to is going to have a massive adjustment in his needed response times and hand-eye coordination. While the "motion" isn't any real beef as the motion perception will be similar, it's the feel/control that suffers given how many games tie the input processing and visual frame representation (i.e. result of input) in sync.
You can also test this on (poorly) written games of yesteryear that tied input process/response in sync on more powerful computers. I like to pull up an old PC game Wipeout and at 470 fps, it's impossible to play. The second you tap the gas and move the controller a hair- you're into a guardrail in .1 seconds lol.
More and more games are handling input processing and "scaling" to on-screen to better improve feel/control and response to lower framerate conditions. Of course, a highly-caffeinated, incredible response time/hand-eye coordinated player can feel the difference. This is also going to be subjective since some people can launch a car at the drag-strips in 0.010 seconds or less, versus some that can only muster foot-eye on the Christmas trees for .500 to .800 response times on the green.
Anyways, that's just my $0.02 on the huge "framerate" and "human eye" debate that has revolved around videogames for the past several years. When you get down to the science of feel, control, how a particular game engine is written, how/when input and framerates are timescaled, filtering and such... it's a big, big topic.