Accounting literature suggests the growing need for educational strategies that are more engaging and effective and this research explores students' skillset development with the introduction of a gamified course in an Accounting undergraduate program. This study innovates by focusing on the teaching and learning process mediated by serious games, based on goal-setting theory (specific goals and better performance) and self-determination theory (autonomy and inner motivation). We conducted a survey with 118 accounting students, on their last term, from a large public University in Brazil. Using a quantitative approach, research results indicate that students consider that many skills have been developed in the course, such as: curiosity, leadership, initiative, persistence, adaptability, collaboration and critical thinking. The familiarity with tools present in the online game context and the perception of usability of the software used for this gamification experience were positively and significant correlated with the perception of the development of these skills. Despite these positive findings, some students did not like the complexity of the game and the elements of chance (barely) present in the software. These findings contribute to the academic literature and to educators who are interested in introducing gamified strategies to transform the classroom and address a professional skillset better aligned with the current demand.