I would argue any DX9 game and above is using compute. All that really means is that the game is using the GPUs stream processors to calculate something, typical uses of compute and pixel and vertex shader programs. Pretty much every game today uses lighting calculated on the stream processors of the GPU and not in the fixed function aspect of the GPU.
Even the xbox 360 and PS3 had GPU compute capabilities, it just wasn't possible to use them quite as easily as you can with a modern DX10 and up API. But you could do things like calculate mass parallel programs, you just had to render the results to textures whereas today we can input and output data directly from the GPU a lot more easily and in a more natural format (structs).
I actually think its somewhat a meaningless term because the previous generation of consoles technically had compute too, just much lower performance.