Ah, ok.
Yes, I agree with what you're saying. I was just making the point that within the overall market of mostly generic products, there's an established niche for ungeneric products.
Your point about the origins of computer-mediated gaming in traditional games is well made. And there are plenty of traditional games yet to be replicated in the computer game market because they're fundamentally difficult—for example games based around gesture like charades, or around motor skills like pat-a-cake, or physical contact like spin the bottle.
Interactive and collaborative modes of fiction are also well established outside gaming.
You say that "we have a pretty clear idea of what literature is" but obviously we have gone through that long process of experimentation from within, and inclusion from without to get to the modern category.
As with film art, or the visual arts in general, where subcategories like advertisements or posters would not have originally been considered for their aesthetic merits, the category "game" will probably either be narrowed and made distinct, or expanded to encompass a vast range of unexpected cultural products. Much broader than just games that resemble drama or poetry in some respect …
Our interaction with the tools of conventional software is increasingly formally celebrated through the concept of "usability" that is analogous to ergodicity …