Video games share obvious resemblances with a peculiar subgenre of literature, the Choose-Your-Own-Adventure book. These books are separated from traditional novels because they offer their consumer some degree of choice over their narrative, just as games almost universally possess some amount of choice: Even linear games such as Tetris and Pong offer options in the form of multiple valid inputs and strategies. The few truly linear games, including the rare non-interactive visual novels, are often not included under the game category. Yet I would argue that digital interactive media possesses more similarities to non-interactive text-based media such as literature than they do with mediums such as film and television.
This is because, like games, literature absolutely requires audience interaction in order to function. Film and television can operate on their own without any creative thought on behalf of the audience. They show the same mixture of sounds and images every time they are viewed, regardless of the audience, and even when there is no audience present. Games obviously function differently, requiring user input to function. Literature does so as well, requiring an active creative mind to physically construct the settings and events described by its prose. Without an active mind, the novel is merely ink on a page, portraying no events and holding no creative value. It is for this reason that even non-interactive novels and totally linear games possess similarities at their basic level to choice-driven games such as The Elder Scrolls and Knights of the Old Republic.