You could, if you don't have a very bright scene, use the Bloom shader provided by AppGameKit to make the glow more visible.
Depends on the scene if its a good thing or a bad thing that the bloom effect catches all bright spots (either an object which is bright because of a hight SetObjectColorEmissive( ) value or if it uses the selfillumination shader of my pack).
I'm sure, if he doesn't use the default Bloom shader that comes with AppGameKit, Preben catches all glowing objects in a separate render texture and then passing this "mask" to a shader that is similar to the Bloom shader made for the Bloom demo.
Pro: The shader only catches the objects which are setup by the system.
Contra: You need to render those objects twice.
@CJB: should I make a Per-Object-Bloom system for my Shader Pack ?
Actually I think the default bloom shader and illumination shader should do the job pretty good