Yet there are a lot of board and roleplaying games pushing their boundaries regarding theme and mechanics:
You have boardgames exploring difficult themes (Train[0]) and others being defined as they are played (Fluxx[1])
On RPGs, You can have rpgs about simple themes as being a housecat (Cat RPG[2]) or serious one like rape and domestic violence[3]. In terms of mechanics, there is Dread[4], a horror game that uses a Jenga tower instead of dice.
There is no push to be considered art, but there are folks doing some really cool stuff with the medium.
What is happenning with videogames is that there are people who thing "videogames should grow up" and "stop playing around". That, in my opinion, is stupid. You don't tell a 15 years kid to "grow up". It will come out naturally. KLEt games mature on their own.
[0] http://blogs.wsj.com/speakeasy/2009/06/24/can-you-make-a-boa...
[1] https://en.wikipedia.org/wiki/Fluxx
[2] http://johnwickpresents.com/product/cat-a-little-game-about-...
[3] sorry, the internet failed me :(
The people who seem to be pushing for games to grow up or talking about Citizen Kane moments (and seemingly forgetting about silent films) seem more interested in validation than anything else. There have been interesting games for decades; if they're truly interested in these, all they have to do is play them.
I admit is way less common, but even board games have been created and analyzed as art/philosophy/opinion. Some examples:
- Monopoly (possibly the best known example of a game whose original intent went beyond entertainment).
- Train (a game about Auschwitz: https://boardgamegeek.com/boardgame/63933/train)
As for videogames, the language of the creators themselves sometimes seems to acknowledge the relation to narrative and cinema. Some game designers style themselves "directors", and are sometimes more interested in cutscenes and "telling a story" than in actual interactive gameplay. Note I'm not telling whether I think this is a good or a bad thing :)
Of course, there are some games that tie the narrative and the gameplay together in such a way that it's hard to separate the two, such as The Colonel's Bequest (1989), The Last Express (1997), and a favorite of Roger Ebert's, Cosmology of Kyoto (1994). There are also "ungames" that eschewed gameplay in order to create more of an art experience, such as Puppet Motel (1995) and The Manhole (1988). But mainstream gaming has largely forgotten these games (as well as many others).