Thanks Adam, so it's not the performance overhead keeps game studios away from using them? (Like STL the reason most studio doesn't use it is because stl's bad debug performance and overhead)
Yes performance is also a reason. When you depend on a platform-specific library, it's waiting for problems. e.g. while a platform's performance may be decent, turns out it can suck on a different one because the compiler vendor rushed their release to support the latest C++ feature set.
I'm talking about the ones provided by a standard library or compiler. This doesn't apply to TBB, but like Adam_42 said, TBB is not free and adds yet another dependency on what most AAA developers will consider trivial (threading is really hard, but wrapping sync primitives is easy, and the key is keeping things simple. TBB adds more complex functionality that may not be needed or could be specialized for a game).