Why? Because OO isn't a perfect fit to modern hardware, is often not the most cache or out-of-order-execution friendly way to organise code and data, doesn't lend itself well to parallelism and isn't suited for stream processors (GPU, PS3's SPEs...)
Actually, the PS3 pretty much forces data to be organised in structures of arrays for the SPEs, as far as I know.
So, yes, as far as I can tell, games do use some form of OO these days, but they also seem to be moving more and more to a data-oriented parallel/streamcache friendly non-OO architecture. I don't think OOP will be forgotten any time soon, of course, as it is still a useful means of modelling games and code, but I do think OO will become increasingly less important.
http://research.scee.net/files/presentations/gcapaustralia09...
http://gamesfromwithin.com/category/data-oriented-design
http://t-machine.org/index.php/2007/09/03/entity-systems-are...