We're getting there though. The past 15 years have given us many masterpieces of gaming that can absolutely be considered art, and they're becoming more and more common. As this happens more and more, the medium is taken more and more seriously.
Many games still suffer from feature-creep by way of trying to please users demanding "content". This incidentally make them feel like the primary goal is to waste time rather than to experience a high quality story. In other words, there are still too many "Big Bang Theory" and not enough "Breaking Bad" so that is why it still feels less valuable.
Because I told you I just binged The Queen's Gambit, you wouldn't look at me like I wasted my time, you'd ask me about the story. If I told you I just binged TBBT, you'd just think I'm nuts. (No offense if you like TBBT, it was a decent sitcom for a couple seasons, but … hey, you do you).
For example, I just finished Control. A wonderful, high quality game. Great storytelling, great mechanics, and … a crapton of completely useless busywork that is just there because it's expected to be there. A talent tree, repeat random side-missions, a crafting system, etc. None of this is useful to the core game. It's a shame because I believe if it had done less in terms of busywork mechanics and maybe focused a tiny bit more on puzzles, that game could have been a masterpiece of the same caliber as Portal and Portal 2. (Can you imagine if Portal 2 had a talent tree and a crafting system?)
Instead, it's a Season 7 of Game of Thrones. Great production value, but so hit and miss in terms of final quality because of avoidable mistakes. Could have been so good, you know?