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.

You may also want to re-unwrap to improve you lamp UVMap so the texture is better distributed over the surface.