One of the most challenging problems faced by universities throughout the world at present is delivering curricula that address the needs of the digital generation of learners. In this context, the use of ICT opens numerous perspectives and opportunities which are able to produce a powerful positive influence on the learning experience. In our study, we analyze the use of games as a tool that can make learning more interesting, attractive and engaging for university students in English for Specific Purposes (ESP) classes. Based on the results obtained we can conclude that gamification of learning is a growing phenomenon which meets students’ expectations, engenders their motivation and engagement. The introduction of game elements can be adapted to various contexts and subject areas and used for different education purposes.