Objectification and Mediation
In addition to being cross-cutting and non-exhaustive, these four dynamics also overlap. For example, take a look at how you could analyze Trinidadians' quotes about their internet relationships, both with family and with friends (56 - 68). In one view, the quotes exhibit the qualities of expansive realization. Miller and Slater point out in Chapter 1 that internet allows some Trinidadians to "live in families they see as natural" (11). At the same time, you could view this through the lens of mediation. Take, for example, the memorable story of the young man tracking down his estranged father in Canada (60). The evident lack of trust on both sides came, in my opinion, as a result of the medium. I wonder how different the reunion would have been had it happened over the phone, or in person.
The Dynamic of Objectification has been useful to other researchers analyzing how people represent themselves online. For example, researchers have analyzed how people project identities in MUDs (when they were still in widespread use). More recently, researchers have looked at identity in Second Life. While I am no expert in massive online games like SL, this book made me wonder whether games like SL are inherently local. Would the approach used in this book apply there? Would the techniques and framework (the four dynamics, for example) still be useful there?