Gaming the Arena: AI Model Evaluation and the Viral Capture of Attention

Fuente: arXiv
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Main Author: Hind, Sam
Format: Preprint
Published: 2025
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author Hind, Sam
author_facet Hind, Sam
contents Innovation in artificial intelligence (AI) has always been dependent on technological infrastructures, from code repositories to computing hardware. Yet industry -- rather than universities -- has become increasingly influential in shaping AI innovation. As generative forms of AI powered by large language models (LLMs) have driven the breakout of AI into the wider world, the AI community has sought to develop new methods for independently evaluating the performance of AI models. How best, in other words, to compare the performance of AI models against other AI models -- and how best to account for new models launched on nearly a daily basis? Building on recent work in media studies, STS, and computer science on benchmarking and the practices of AI evaluation, I examine the rise of so-called 'arenas' in which AI models are evaluated with reference to gladiatorial-style 'battles'. Through a technography of a leading user-driven AI model evaluation platform, LMArena, I consider five themes central to the emerging 'arena-ization' of AI innovation. Accordingly, I argue that the arena-ization is being powered by a 'viral' desire to capture attention both in, and outside of, the AI community, critical to the scaling and commercialization of AI products. In the discussion, I reflect on the implications of 'arena gaming', a phenomenon through which model developers hope to capture attention.
format Preprint
id arxiv_https___arxiv_org_abs_2512_15252
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Gaming the Arena: AI Model Evaluation and the Viral Capture of Attention
Hind, Sam
Computers and Society
K.1; K.4
Innovation in artificial intelligence (AI) has always been dependent on technological infrastructures, from code repositories to computing hardware. Yet industry -- rather than universities -- has become increasingly influential in shaping AI innovation. As generative forms of AI powered by large language models (LLMs) have driven the breakout of AI into the wider world, the AI community has sought to develop new methods for independently evaluating the performance of AI models. How best, in other words, to compare the performance of AI models against other AI models -- and how best to account for new models launched on nearly a daily basis? Building on recent work in media studies, STS, and computer science on benchmarking and the practices of AI evaluation, I examine the rise of so-called 'arenas' in which AI models are evaluated with reference to gladiatorial-style 'battles'. Through a technography of a leading user-driven AI model evaluation platform, LMArena, I consider five themes central to the emerging 'arena-ization' of AI innovation. Accordingly, I argue that the arena-ization is being powered by a 'viral' desire to capture attention both in, and outside of, the AI community, critical to the scaling and commercialization of AI products. In the discussion, I reflect on the implications of 'arena gaming', a phenomenon through which model developers hope to capture attention.
title Gaming the Arena: AI Model Evaluation and the Viral Capture of Attention
topic Computers and Society
K.1; K.4
url https://arxiv.org/abs/2512.15252