Abstract
<jats:p>In recent years, gamification and game-based learning have emerged as particularly effective strategies in higher education, especially for students enrolled in non-philological programs—such as those studying business—who need to strengthen their English language skills. This article explores the educational benefits of incorporating four interactive games—Taboo, Typhoon, Two Truths and a Lie, and Jeopardy—into Business English instruction. These activities are shown to promote vocabulary growth, oral fluency, critical reasoning, and cooperative learning, while also boosting student motivation and classroom engagement. The paper additionally outlines an experimental framework aimed at comparing the outcomes of game-integrated teaching with those of conventional instructional methods among first-year business students.</jats:p>