is it possible to use gltf models with emissive materials (e.g. created with blender using the emission PBR shader) to illuminate a scene, similar to a light source? I can’t find any information on this, probably I am missing the right keywords for searching?
Not really, it would likely require a different kind of renderer (ie. pathtracing or deferred*.)
You may try to fake it with global illumination as well, but the effect isn’t very practical. A more reasonable way would be to create several point lights around the model - that would give an effect of emissivity.
(* not sure about this one, but deferred renderers are quite flexible with types and amounts of light sources - so I see no reason for it to not work )