VERY VERY VERY VERY LONG POST EXPLAINING MOTION BLUR!
Tl;DR: Games don't have motion blurs because they don't use cameras.
You're over-thinking it.
You actually mentioned WHY games aren't usually 'motion blurred' you just don't realise it.
See, a video game is a LOT different than a film.
You have 'actors' which are nothing but groups of polygons (also called 'models'). Each thing you see in the game, each and every little tiny thing, is an 'actor.'
I'll use a simple 3D modeling exercise to try to help explaining why motion blur in games is different than in movies.
You take a 2D plane, make it stretch to infinite proportions. This is the 'ground.' You take a simple sphere and put it 'on' the 'ground.' The apostrophes are very important.
Now, you add a key phrase at frame 0, and move to frame 100. Move the sphere 5,000 units on the positive x axis. The program will interpolate the 5,000 steps to get from 0 to 5000, and each of those 100 frames will have the sphere moving 50 units, each frame.
Now, you render it. Rendering is the action of taking simple polygons and applying scene lighting, anistrophy, anti-aliasing, and textures, as well as camera effects.
What happens is the computer 'draws' the picture 100 times, once for each frame. It draws a separate picture for every frame. This is how EVERY computer generated image works, drawing one frame at a time. Think like a cartoon or a flip-book if you're not computer art inclined.
OK, let's take a break from computers and talk cameras. A camera operates by opening its 'eye' aka lens, and collecting data about the light it sees. Every object which you can see reflects (bounces) and refracts (bends) light. If an object absorbs red light, you won't see it as red.
The camera's eye records EVERY bit of light it sees. If you have a stationary object, nothing changes the entire time the eye is open. If the object is moving, the eye records the light as it bounced off of the thing every time it moves. So, in our case, we're rolling a ball on the ground. If the eye is open for 1 second, the picture it produces will show EVERYTHING that was there in that second. Most point and shoot cameras are open for 1/250th of a second. If there's movement, you'll get a 'blur.'
In film, this turns into what you know and love as motion blur.
On the computer, on the other hand, the 'eye' of the 'camera' (The camera in 3D terms is the point at which the user's view comes out) is only open a bajillionth of a second. This isn't something you can change, it's an instant 'snapshot' of what you're looking at.
Motion blur, in a game, is done through post processing after-effects. This is something that the program you're viewing draws AFTER it renders the frame. A good example that most games have is the old 'bloom' lighting, which is just an exposure and contrast filter.
SOME games with lower acceptable FPS, such as Xbox games and PS3 games (Console games TEND to run at 45 FPS when possible, despite the PS3 being able to display up to 120. The exception is racing games), are able to process the after effect without affecting FPS.
There's also an older, simpler method of post processing where it doesn't refresh the image after each frame, which you can see if you pick up a copy of Need for Speed: Underground 2. It turns out looking terrible and doesn't add the illusion you're seeking.