***TASK***
the task is to simplify the input abstract of a biomedical literature

***INPUT***
the input is the abstract of a biomedical literature

***OUTPUT***
the output is the simplified abstract for the input abstract of a biomedical literature

***DOCUMENTATION***

***EXAMPLES***

Input: We identified three short-term trials (total of 156 participants, duration five to 12 weeks). Outcomes were prone to at least a moderate risk of overestimating positive effects. We found that virtual reality had little effects regarding compliance (3 RCTs, n = 156, RD loss to follow-up 0.02 CI -0.08 to 0.12, low quality evidence), cognitive functioning (1 RCT, n = 27, MD average score on Cognistat 4.67 CI -1.76 to 11.10, low quality evidence), social skills (1 RCT, n = 64, MD average score on social problem solving SPSI-R (Social Problem Solving Inventory - Revised) -2.30 CI -8.13 to 3.53, low quality evidence), or acceptability of intervention (2 RCTs, n = 92, RD 0.05 CI -0.09 to 0.19, low quality evidence). There were no data reported on mental state, insight, behaviour, quality of life, costs, service utilisation, or adverse effects. Satisfaction with treatment - measured using an un-referenced scale - and reported as "interest in training" was better for the virtual reality group (1 RCT, n = 64, MD 6.00 CI 1.39 to 10.61,low quality evidence). There is no clear good quality evidence for or against using virtual reality for treatment compliance among people with serious mental illness. If virtual reality is used, the experimental nature of the intervention should be clearly explained. High-quality studies should be undertaken in this area to explore any effects of this novel intervention and variations of approach.
Output:

So far, virtual reality has been used in the assessment and treatment of a range of psychiatric disorders and social anxieties, some of which include, fear of flying, public speaking anxiety, spider phobia, and post-traumatic stress disorder. There are also a few studies that examine the emotional responses of people with schizophrenia during a computer simulation with characters displaying happy, neutral, and angry emotions. Virtual reality has also been used for people with schizophrenia in social skills training and to improve processes of thinking and understanding. This review investigates the effects of virtual reality in helping support the treatment and taking of medication for people with serious mental illness. The most recent search for randomised trials was run in September 2013, only three short studies with a total of 156 people could be included. People with schizophrenia were randomised to a) skills training sessions that used virtual reality to deliver the training or b) sessions of skills training using other methods to deliver the training or c) standard care. All evidence from the trials was low quality and no real effects were found. At present, there is no clear evidence for or against using virtual reality for encouraging people with mental illness to take their medication. If virtual reality is used for people with serious mental illness, it will be of an experimental nature.There is a need to gather more good quality information on the effects of virtual reality for people with mental illness and high quality studies need to be undertaken. At this stage, the effects of virtual reality are experimental, novel and innovative but largely untested. This summary has been written by a consumer, Ben Gray of RETHINK.