In other words, the concept of "remediation" is useful to understand the current blind tentatives of trying to explain new media through old media. The tendency has been to "explain" the computer as an extension of "theater" (Laurel), "storytelling" (Murray) and recently of "film" (Manovich). I would not be surprised to see anytime soon "computers as radio"; "computers as music" or "computers as photography" (come on, kids, we will soon run out of metaphors to fully explain digital media ;). The problem with all these approaches is that, while those media are well-known, they do lack the essence of the computer experience (what some call "interactivity" but I would rather use Aarseth's more accurate "ergodicism"). Unlike traditional media, the computer does not only represent but also simulates (yeah, you are right, this is my current mantra).
If there has to be an approach to understand videogames and other digital artifacts, it would have to be through the study of games and toys, because they are the only mainstream cultural form that is also ergodic. To analyse videogames as games may soon obvious, even stupid, but anybody had yet taken this path. The good thing about this approach is that it would not be a metaphor: Microsoft Word, Mario Brothers and a traditional Teddy Bear share a unique quality: they do not just represent, they simulate. I am literal when I claim that the digital medium is an extension of Teddy Bears and toy cars. Comments, anybody?