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Twilord said:

 

Defining art is tricky but I've settled on the definition of art as that which communicates concepts via emotionally evocative techniques.

 

Level design can very easily communicate a sense of being overwhelmed, intrigued, desperate, relieved, or anxiety. We have whole tropes dedicated to these, and most players are immensely conditioned. If I give you a room filled with power-restoring items you'll almost certainly become anxious.

That's a good example. I agree that game designers can control the emotional experience of players to a degree with such techniques. But they seem to leave little room for a unique personal expression, which I think is also a vital component of art.