1) You aren't always trying to simulate the eye. Games tend to favour simulating a video camera with shutter speed and motion blur
That's where lies the main problem. Motion blur in a videogame is there only to mimick a cinematic effect present in 24fps movies because of technical limitations of 20th centures devices. It doesn't come from eyes but cameras deficiency . It should not apply on all videogames by default.
2) You can't get the eye's natural motion blur without stupidly high refresh rates. The eye accumulates lights in a continuous sampling of the environment, whereas games render discrete samples and at best approximate the eyes' sampling over time. For a visual aesthetic regardless of realism, motion blur makes sense in some games, just as CA, DOF and lens effects do. Look at how impressed people are with Infamous:SS and it's photographic look in photo mode. I imagine a car game offering that for nicely rendered cars will reach plenty enough fans to make it a worthwhile choice. Those wanting 60 fps realism need one of the simulators.
But those aesthetic views are artistically subjective and really come from nostalgia. The nostalgia of good old 19th/20th cinematography/photograpy.
If videogames were invented during the era of impressionism, all videogames should aesthetically look like paints in motion with only brush strokes, like Braid. Some people really like Braid artstyle (I love it). But it's only one game. I wouldn't want impressionist colored brush strokes in all my videogames.
Though if I could choose I'd choose impressionist artstyle instead of DOF or artificial motion blur every day!