I can see what you mean when you say that doing isn't the whole picture (it's sometimes even a very small part) but I don't think that video games are necessarily more atmospheric that other mediums. I'd say that it's easier to find videogames atmospheric and that there's less room for misinterpretation of atmosphere since the author gives more about the piece away, but that other mediums can be just as atmospheric, though they require a bit more work on the player's part. This probably does make videogames the "best" at creating/representing atmosphere, but I don't think it really means it enables it. (Though perhaps I'm just being too pedantic with words here.)
Actually, lately i've been feeling that maybe the doing part is not THAT important for this medium. Of course it plays a central role to interact with the creation, but I feel that allot of things regarding "making meaningful choices" and to be able to interact with allot of stuff is somewhat overrated. So I would rather see that its about being rather then doing.
I don't know. There are games with minimal interaction that I like, but when there is lots of interaction, no matter how trivial, I tend to enjoy the interactivity. For example at the start of half-life 2 I found running around picking stuff up and throwing it as well as "talking" to people quite enjoyable, even though it had no effect on anything. And I can't really think of many games with "meaningful" choices, since generally there's a pretty rigid story to tell which means choices can't be big enough to cause deviation from that. I'm not sure it really matters if there are choices or interactivity, since it can work both ways.