This article presents the results of a study aimed at studying the influence of gamification on the level of self-efficacy in the context of corporate training. Two groups of subjects participated in the experiment: an experimental group consisting of 102 363 participants who were trained in digital format using game elements, and a control group consisting of 44 523 participants who were trained in digital format without game elements. The results of the study showed an increase in the level of self-efficacy in both groups of subjects after training. The experimental and control groups demonstrated a similar effect in increasing the level of selfefficacy. This result indicates that the introduction of game elements into corporate training does not significantly affect the level of self-efficacy, however, it can minimize the negative attitude of employees to longer and more complex training programs in electronic format.