Judul: Kasus: Mahasiswa Perguruan Tinggi Negeri Di Kabupaten Bogor, Jawa Barat
Abstrak: Now day, internet game industry or as we know as game online has growth faster of its. It can connect one people in one area to each other without distance limit. Online games put gamer to prefer communicate virtually than direct communication. The research objectives are to observe gamer’s characteristics and behavior. The observational data acquired from 30 respondents of IPB students, with snowball sampling and purposive sampling. The results of this research are; gamers majority were male gamers, gamers generally plays at game center, gamers had average GPA of 2.51 to 2.75 or above, and play game online for about 22 hours to more than 48 hours in one week. The gamer’s behavior was seen from the pattern of playing games, the pattern of taking care of theirselves and the pattern of the social interaction that tended low when they began to experience addiction, the pattern of the behavior that tended to neglect. Based on the characteristics and the behavior of gamers there’s four typologies that were stratified from non-addicted to high-level addicted. The indicators of addiction based on previous researches began to emerge when gamers was in the type of advanced gamers and hyper gamers or could be said for them that played game online more than 34 hours in one week.
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Judul: The Effect of Self Esteem, Academic Efficacy, Academic Motivation on the Game Online Addiction in Undergraduate Students During the Covid-19 Pandemic
Abstrak: Pandemi Covid-19 berdampak kepada berbagai segi kehidupan manusia di berbagai belahan dunia, termasuk mahasiswa Berbagai hasil penelitian menunjukkan terjadinya peningkatan konsumsi hiburan digital, khususnya game online pada mahasiwa di masa pandemi Covid-19. Penelitian ini bertujuan untuk menganalisis pengaruh karakteristik individu, karakteristik keluarga, harga diri, efikasi akademik, dan motivasi akademik terhadap kecanduan game online mahasiswa. Penelitian ini menggunakan desain eksplanatori dengan partisipan sebanyak 220 mahasiswa yang pernah atau sering bermain game online. Penelitian berlokasi di salah satu perguruan tinggi di Jawa Barat dan pengambilan contoh dilakukan secara purposive. Data diperoleh melalui self-report dengan menggunakan kuesioner, yang selanjutnya diolah dengan analisis deskriptif, uji korelasi, dan uji regresi linier berganda. Hasil penelitian menunjukkan gender dan efikasi akademik berpengaruh negatif terhadap kecanduan game online sedangkan usia mahasiswa dan tingkat pendidikan ibu berpengaruh signifikan positif terhadap kecanduan game online pada mahasiswa. Usia ayah, pendidikan ayah, usia ibu, besar keluarga, pendapatan per kapita, harga diri, dan motivasi akademik tidak terdapat pengaruh signifikan terhadap kecanduan game online., The Covid-19 pandemic has an impact on various aspects of human life in various parts of the world, including students various research results show an increase in the consumption of digital entertainment, especially online games. This study aims to analyze the effect of individual characteristics, family characteristics, self-esteem, academic efficacy, and academic motivation on the intensity of playing online student games. The design in this study is quantitative. The respondents in this study were 220 undergraduate students who had or often played online games. The research was located in a tertiary institution in West Java and the sampling was done purposively. Data obtained through self-report using online questionnaires, then processed with descriptive analysis, correlation tests, and multiple linear regression tests. The results showed that students self-esteem in the medium category, low academic efficacy, moderate academic motivation, and the game online addiction was very high. There was a significant relationship between self-esteem and academic efficacy with the game online addiction. Gender, student age, mother's education duration, and academic efficacy had a significant positive effect on game online addiction for undergraduate games. Father's age, father's education, mother's age, family size, per capita income, self-esteem, and academic motivation did not have a significant effect on online game addiction.
Keyword: Academic Efficacy, Academic Motivation, Game online Addiction, Self Esteem, Undergraduate Student

Judul: Sintesis 1-Kloro-2-metoksi-6-propilnaftalena-1,3-dioksolana (1:1) sebagai Prekursor Asam (S)-(+)-(6-Metoksi-2-naftil)propanoat
Abstrak: Senyawa 1-kloro-2-metoksi-6-propilnaftalena-1,3-dioksolana (1:1) sebagai prekursor asam (S)-(+)-(6-metoksi-2-naftil)propanoat disintesis dari bahan awal 2-metoksinaftalena. Tahapan sintesis diawali dengan klorinasi menggunakan 2 jenis pereaksi klorinasi, yakni isosianurat terklorinasi dan NaOCl. Klorinasi dengan isosianurat terklorinasi berhasil menyintesis 1-kloro-2-metoksinaftalena sebagai produk monoklorinasi melalui pencirian dengan kromatograf gas-spektrometer massa (GC-MS). Nisbah konversi produk paling efisien diperoleh pada laju penambahan 2.5 mmol/jam. Sebaliknya, klorinasi dengan NaOCl menghasilkan produk triklorinasi. 1-Kloro-2-metoksinaftalena selanjutnya diasilasi dengan propanoil klorida, tetapi analisis dengan GC menunjukkan bahwa produk asilasi tidak terbentuk. Sistem bebas-air diperlukan untuk keberhasilan proses asilasi tersebut.
Keyword: isosianurat terklorinasi, NaOCl, nisbah konversi