Almost all games are distributed as 32 bit binaries, albeit more recent titles are coming out 64 only. Point is, only one ever really comes out, because the vendors don't want to support two independent binaries, and in practice games really have no excuse to use more than 4GB of ram - you really should be caching to disk any scene or environment data that is that large, and all your texture data is already resident on the GPU. GPU drivers would have to be PAE aware, though, if you wanted to address more than 4GB of video memory (such as on the Titan).
And all the media creation tools do fall under that "business class use case". It is not that I think 64 bit is stupid - if you need 64 bit addressing, you need 64 bit addressing - just that the average consumer did not need it, at all. Business applications that needed 64 bit could have been shipped as such, hopefully for Itanium (read some docs on it, the ASM and pipeline model were way ahead of their time - to its detriment, sadly) which could have been the Xeon-esque business CPUs.