Rather that restate the four myths, which doesn't really tell us anything, I'll restate the four counterpoints (quoted):
- The concept of addiction does not encompass the full range of pleasures, risks, and uses that people create with technology;
- Some technology cannot be fixed by more design, and some technology should not be built at all;
- Many of the most important parts of digital well-being cannot be captured by quantitative metrics; and
- Health and well-being cannot be reduced to the single variable of screen time.
I think a good case could be made for all four of these points.