This paper filled the research gap by integrating the two elements of interactive learning environment (ILE) and gamification (GMF) into the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) to explore Chinese users' behavioral intention (BI) to use Duolingo for language learning. By collecting 1,007 questionnaires in China and conducting data analysis, we found that (1) performance expectancy (PE), habit (HB), ILE, and GMF have a positive effect on users' BI to use Duolingo, while social influence (SI) has a negative effect on BI; (2) effort expectancy (EE) and hedonic motivation (HM) have no significant effects on BI; (3) ILE has a significant positive effect on users' PE, EE, SI, HM, and HB; (4) GMF has a positive effect on users' PE, EE, SI, HM, and HB; (5) in the mediating analysis, ILE can positively influence BI via PE and HB; (6) GMF can positively influence BI via PE.