It all really depends how your camera is set up and what is the size of your model in units.
In your case you could bring the camera closer by reducing the z-distance of the position vector at Matrix.CreateLookAt.
An even better idea would be to normalize all your model sizes and then set the desired size yourself:
Lets imagine your model as a simple sphere and work with the sphere radius where 2 * radius would be the total diameter of your model. First of all, we can normalize the radius by doing this (I assume your model consists of 1 mesh at this point):
Matrix world = Matrix.CreateScale(1 / _model.Meshes[0].BoundingSphere.Radius);
Now when drawing the model with
_model.Draw(world, view, proj);
it would draw your model in the world space with a radius of 1 unit.
If for example you want your model to have a total radius of 4 units, you could do this
const int desiredRadius = 4;
Matrix world = Matrix.CreateScale((1 / _model.Meshes[0].BoundingSphere.Radius) * desiredRadius);
_model.Draw(world, view, proj);