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It sets out the necessity about thinking over the instructional function of image in digital world under the light of the new opportunities of a methodological proposal to read as a game. First, for this reason it exams the perceptions of García Canclini about the reading of university students, and its problems on the context of new technologies: accumulation of information versus weakening of reflection. To this situation it adds the no appreciation of visual images. Faced with this problematic situation, and with the aim of sketching out options, it analyzes two experiences about books: the “tasty” reading of texts (the “good reading”), and the potentialities presented in the essential characteristics of playing. So, it proposes a methodology shaped for five steps to read images on digital screen. Its aim is seizing the possibilities of “good reading” to expand the comprehension of the visual information perceived through the screen. The proposal puts the accent in the textuality of representational surface of an image. Also it brings the attentive visual route about in order to enable to identify both significant forms and spaces. This proposal is illustrated with examples.

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