Resumen: Organisations are increasingly using gamification strategies to enhance online training experiences and engage employees. Despite extensive research in the educational field, few studies have been carried out in the working setting. Drawing on the technology acceptance model (TAM), this study investigates whether and how game elements included in e-training systems enhance employees' attitudes towards e-training systems. Data from 1178 employees of a Germany-based international company were analysed using structural equation modelling. The results showed that some game elements, such as challenges and narrative, increased employees' enjoyment, while others, such as clear goals and feedback, had no significant influence. They also confirmed that employees' enjoyment of the gamified e-trainings increased their perceptions of ease of use and usefulness which, in turn, enhanced employees’ attitude towards gamified e-training systems. The study provides theoretical and practical implications to support the development of more effective gamified e-training designs. Idioma: Inglés DOI: 10.1016/j.ijme.2023.100892 Año: 2023 Publicado en: International Journal of Management Education 21, 3 (2023), 100892 ISSN: 1472-8117 Factor impacto JCR: 6.0 (2023) Categ. JCR: BUSINESS rank: 46 / 302 = 0.152 (2023) - Q1 - T1 Categ. JCR: MANAGEMENT rank: 63 / 401 = 0.157 (2023) - Q1 - T1 Categ. JCR: EDUCATION & EDUCATIONAL RESEARCH rank: 9 / 756 = 0.012 (2023) - Q1 - T1 Factor impacto CITESCORE: 10.3 - Strategy and Management (Q1) - Education (Q1)