There are multiple ways as usual but the simplest would probably be – assuming you run the image texture through the principled BSDF – to decrease the roughness. A more accurate way would be to add a coat (clearcoat before 4.0) withing the principled BSDF and play with it’s roughness. That would be a more accurate way as the coat gets applied kind of as a top layer on the image.
You could of course also mix shader a glossy bsdf in and play with it’s values and the mix factor, but why get so complicated. 😉
Of course it always depends on the use case – realism vs. stylized etc.