>>8702198824FPS is a standard, to make it easier to produce consistent and reliably movie players in theaters. Back when audio started becoming a thing, films were anywhere between 20FPS to 30FPS, with the audio syncs to the appropriate framerate. This because a major problem when you tried to put the movie on a different projector, since a movie timed at 26FPS is going to sound extremely strange with the audio at 22FPS - either the audio will desync, if separate from the visual, or the audio will sound distinctly slowed down.
24FPS was eventually chosen as the standard. That's around the lowest limit you can use and still look like animation to the human eye. The reason they choose 24FPS rather than 48FPS is mostly due to price: it was cheaper to produce at 24FPS than at 48FPS.
The reason why it's 24FPS rather than 30FPS is no doubt due to fractions: you can take half of 24FPS, then half of the 12FPS, then half of the 6FPS again. This means you can draw half-second frames and quarter-second frames and eighth-second frames, and it's a lot easier to draw something halfway between two actions than trying to figure out what 1/15th of an action would look like.
The reasoning for framerates in video games have to do with another standard: this one for HDTVs. HD televisions have a refresh rate of 30FPS or some multiple of that. As such, it was easiest for video games to have the same FPS for their new HD video games. As such, you have game with 30FPS and games with 60FPS, but not many with 50FPS.