As far as game creation goes, non-Apple PCs dominate simply because that non-Apple PCs are the intended audience. The biggest libraries, engines, and development studios (DirectX, .Net, Visual Studio) are locked by Microsoft to Windows PCs. Some render-farms for non-dynamic video is done on Linux and Apple machines, but I've never seen a developer use Apple for their actual game logic design. Many of the assets, like textures, models and sound can be done on Mac, but the software usually exists on both. Maya, 3DS Max, Photoshop, Cubase, FM7 and Max/MSP are all univeral binaries, so I can do the same work on both. I've seen a ton of sound creation on Macintosh, but it still ends up migrated to the PCs for the true development of the engine and the game itself.
So in developing the game, I'd have to admit that it's fairly evenly divided along the lines of good software, not the hardware or OS.
For playing them, it's pretty much a requisite - all the engines and libraries above are optimized and even limited to PCs; it's hard to use a Windows Form event to control your rendering if the OS (OSX) doesn't cause a Windows Form event to occur.
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