Because double buffering, (or even more) is used in OpenGL and Direct3D one is always 'at least' one frame behind.
1000ms / 25 fps = 40 ms draw time per frame, and 40 ms behind.
1000ms / 60 fps = 16.667 ms draw time per frame, and 16.667 ms behind.
Most computer games require frequent, low delay, fast reaction times. Movies do not require the same level of interaction. (Select a menu item, load a menu item, change camera angle / text, etc.... if they take 100ms you don't care). Anything that 24 fps won't capture is just speed blurred anyway, which is a desirable effect in film, and often done in digital these days.
You simply can't compare the two.
(Well, you can, but it is a rather pointless conversation to have, once people realise the above anyway
).
If I want to glace to a corner of a room, then glance back quickly, I don't want to do it in 100 ms and only get 2-3 frames drawn, if I can do it in 67 ms and get 4 frames drawn instead. 8) (More frames in a shorter timespan).
In most combat 2ms can be the difference between life and death, In 20ms+ much can happen, but you wouldn't notice it if a frame takes 40ms to render.
Some sports are filmed at 60 fps, and then converted back to a lower frame rate, you can see the frame merge / blur in slow motion, but at normal playback speeds it makes it look better.