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This study examines the efficacy of a gamified accounting course on student motivation and performance. We incorporated three game elements in the course design: an incentive system, customizable learning pathways, and an additive grading system. Data from two cohorts of students were collected using pre- and post-course surveys. Quantitative and qualitative findings converged to show that students perceived the gamified course design positively. While there were no statistically significant changes in self-efficacy and interest due to the ceiling effects, qualitative findings provided insights into how the individual game elements may have influenced student experiences, motivation, and performance.