In a broader sense, almost anything can have randomness programmed into it.
I would be more careful about using this term in context with procedural content generation. For sure, adding some "x*random()" in your code isn't the big deal, but generating random content, is often less random then you might think.
Take a look out of the window, either looking at a skyline or nature scene, in both cases you are not really looking at randomness. Even nature follows rules and these rules are extremely complex and have huge amount of parameters. The easy part is to make a parameter random, the incredible hard part is to delevop a system which generates something meaningful und useful out of these parameters.
I'm using procedural content generation in my game, but only a small part is really random. At least I've learned that random procedural content geneartion often produce ugly, unlogical, incomprehensible,boring, unbalanced, and eventually unplayable content. I've increased the scripted part of the content generation continuously in the last few years to beat useless content generation.
This depends heavily on the rule set in which content lives. I.e. a rogue-like game have not many or hard rules when it comes down to visual representation, therefore generating content which is visual representable in a rogue-like game is quite easy. When you consider the visual representation of an game like gears of war, PGC is no longer feasable (beyond maybe terrain generation).
The next generation of consoles and AAA titles will try to beat visual presention, physics and AI of the current gen, introducing more rules than any game in the last decade. The effect for PCG will be crushing.
Which modern game comes in mind when you think about PCG in game ? When you now think of minecraft, you just need to look at the level of abstraction and rule limitation to see what it needs to use PCG in games.