This research combines the Unified Model of Acceptance and Use of Technology (UTAUT) and Stimulus-Organism-Response (S-O-R) framework to explore the role of digital literacy and gamification in promoting digital entrepreneurship intentions among university students in Vietnam. The research combines the Unified Model of Acceptance and Use of Technology (UTAUT) and the Stimulus-Organism-Response (S-O-R) framework for analysis. Data was collected from 230 university students through an online survey. Data analysis was performed using the Partial Least Squares method (PLS-SEM) with SmartPLS software version 4. The results show that digital literacy has a positive influence on performance expectations, effort expectations, social influence, and facilitating conditions. However, the factors in the UTAUT model do not have an impact on the behaviour intention to use gamification, except social influence. Additionally, the results demonstrated that behaviour intention to use gamification positively impacts students' digital entrepreneurship intention. The results of the study recommend that educational institutions should increase digital literacy development and integrate gamification into the curriculum to promote digital entrepreneurship among students.