The presented study represents the experience of using a metaphorical business game in the professional training of specialists in the field of corporate training as an innovative method of teaching and learning. The relevance of the raised problem is causally determined: firstly, in the conditions of new globalization challenges, paradigmatic changes and transformational processes, innovativeness is considered as a mandatory condition (conditio sine qua non) for the development of higher education, therefore, innovative methods of teaching and learning increasingly turn out to be the only possible ways of organizing the orderly interrelated activities of teachers and students within the framework of a study session in a modern higher education institution; secondly, the professional training of specialists in the field of corporate training requires modelling of real activity in a specially created problem situation in order to prepare and adapt future specialists to work activities and social contacts; thirdly, the business game is an ideal model for developing the necessary competencies of corporate education specialists, focusing, on the one hand, their attention on the main, fundamental moments of the researched process, viewing activities «from another plane», searching for non-obvious, non-standard solutions to problems ; on the other hand, it increases the motivation and involvement of students, develops creative thinking. However, according to our observations, such a fictional reality often becomes a kind of stress factor for those seeking education, because against the background of new information, new rules and dependencies that need to be mastered and understood in a short time, learn to take into account and use in their activities a «saving» opportunity there is no usual sequence of actions and operations to apply. The purpose of the article is to characterize the metaphorical business game as an innovative method of teaching and training students of higher education, its features, principles and procedures, as well as to present my own experience of using it as an active method of training specialists in the field of corporate education. To realize the defined goal, theoretical methods were used: analysis and generalization of scientific sources to outline the essence and attributive characteristics of the phenomenon «innovation»; terminological analysis to clarify the basic concepts of the study; generalization and systematization of existing experience on the specified problem, presentation of the author's development and interpretation of the metaphorical business game «Frog Queen».