One way to achieve it is what you already have setup, just mix a Glossy with an Emission Node and fake the effect perfectly. I could optionally ditch the Glass node if you don't need the transparency and want to simplify the setup.
If you want a more accurate and real material at the expense of more noise and don't mind the extra render time, then you can do it with actual translucency.
Mix a Glass and Translucent node and add an actual light source inside the map. This light source may be anything from an emission surface to an actual lamp.
![enter image description here](https://cdn.statically.io/img/i.sstatic.net/sR632.jpg)
You may also want to re-unwrap to improve you lamp UVMap so the texture is better distributed over the surface.